Golden Sun: The Lost Age FAQ/Reference Guide (C) 2001 - 2004 Josher_1212@sbcglobal.net v3.00b Converted from Microsoft Excel. FAQ/Reference Guide Status: Boss Guide: 92.0% complete Psynergy List: 100.0% complete My Game Status: 100.0% complete Table of Weapons and Armor: 100.0% complete Djinn List: 100.0% complete Summons List: 100.0% complete Item Odds and Ends: Started. More will come as I get it. List of Drop Items: Started. More will come as I get it. Overall Completion: 88.3% complete In most of my guides, I do not allow HTMLizing of the document. In this case, I make an exception. If you can do HTML, I would recommend you put this document in HTML, AFTER comparing my preconverted document with this one and making the changes necessary. If you wish to do so, send me a request via e-mail and I will send you the text file and the MS Excel 2000 workbook. Also when you finish, show me the web page so I can see what it looks like! BOSS STRATEGIES Note that the number of Djinn I cite for each recommendation will take into account a transfer of "perfect" data (every Djinni, all side quests cleared.) Also you can, in some cases, have more than I list, but they will require a great deal of effort to get. I will have 2 sets of level recommendations for each boss. One is the level I faced the boss at when I played the game the second time through (I decided to write a guide after I beat the game.) The second set is a recommended level for the average player. The strategies will take into account the first set of levels and the listed Djinn. I recommend against using these as a hard-coded strategy, but use these as templates for your own plan of battle. Many of these battles are not easy and could take many tries to complete, so SAVE YOUR GAME before each boss battle so you can reset if things don't go your way. Format: : Recommended Level: Low (High) Number = Less (More) Effective NORMAL HARD ??/10 Level ??/10 (Difficulty Scale) HP (Enemy's Hit Points) PP (Enemy's Psynergy Points) ATK (Enemy's Attack Points) DEF (Enemy's Defense Points) Agility (Enemy's Agility) Experience Points: (Exp. Points gained for victory) Coins: (Coins won for victory) Drop Item: (Item recieved for victory) Party Members ------------------------------------- Kandorean Temple Boss: Chestbeater x3 ------------------------------------- Recommended Level: 6 NORMAL HARD Elemental Effectiveness 1/10 Level 1/10 1--2--3--4--5--6--7--8--9 155 HP 233 EARTH =================== 0 PP 0 FIRE ========================= 44 ATK 55 WIND ================ 11 DEF 14 WATER =================== 20 AGL 20 Experience Points: 40 Each Coins: 26 Each Drop Item: Nut Party Members ------------- Felix Level 6 Squire 1 Venus Djinni, Set Jenna Level 6 Flame User No Djinn Sheba Level 6 Pierrot No Djinn Mysterious Card If Sheba equips the Mysterious Card, she learns the Fire-Based Juggle Psynergy. Make sure the party has full PP. Another consideration would be not using the card and handing the Djinni to Sheba. Then, Felix and Sheba will both have the Cure Psynergy. ------------ BATTLE START ------------ Turn 1 (and all following turns) Felix attacks or heals as needed Jenna casts Fume Sheba casts Juggle Focus on taking them out one at a time. Fume should do about 70 damage to the target and Juggle should do 50 to the main target and 40 to the others. The bosses shouldn't last more than a few turns. And Camelot has boss music here?! Give me a break! ------------------------------------------------------ I highly recommend completing the Air's Rock dungeon at this point or the next 2 bosses will be near-impossible due to underleveled party members. ------------------------------------------------------ -------------------------------- Yampi Desert Boss: King Scorpion -------------------------------- Recommended Level: 10-12 NORMAL HARD Elemental Effectiveness 2/10 Level 3/10 1--2--3--4--5--6--7--8--9 1064 HP 1596 EARTH =================== 0 PP 0 FIRE ====================== 101 ATK 127 WIND ================ 32 DEF 40 WATER =================== 39 AGL 39 Experience Points: 440 Coins: 228 Drop Item: Vial Party Members ------------- Felix Level 13 Knight 2 Venus Djinni, both Set Jenna Level 12 Pierrot 2 Mercury Djinn, 1 Mars Djinni, all Set Mysterious Card Sheba Level 10 Magician 3 Jupiter Djinn, all Set Not too hard because King Scorpion's Agility is low. All elements work well here, so the idea is to unleash Djinn, then summon. Have Felix heal as needed. This boss will defend randomly, so if he does during the turn you summon, that's bad luck. He has no Psynergy, so have each party member summon their own Djinn. Jenna might be an exception because she only has 1 Mars Djinni, but you may want the extra Fire Power. ------------ BATTLE START ------------ Turn 1 Felix unleashes Iron (for Defense) Jenna unleashes Cannon Sheba unleashes Blitz Iron helps because the boss has a lot of physical attacks that hit the entire party. Turn 2 Felix unleashes Echo Jenna unleashes Sour Sheba unleashes Breath or Ether, depending on HP/PP situation If Sour lowers the boss's resistances this will be easy. If not, this is still easy. Turn 3 Felix casts Ragnarok Jenna summons Mars Sheba unleashes whatever Djinni she has left Now for the big *BOOM!* Turn 4 Felix summons Ramses Jenna unleashes Fog Sheba summons Procne If he defended here, you might be in a bind later. Turn 5 Felix casts Ragnarok or heals Jenna summons Nereid Sheba casts Impact to raise Felix's Attack The boss should be almost dead by now. Turn 6 (and all following turns) Felix casts Ragnarok or heals Jenna attacks or uses Juggle Sheba casts Impact until it maxes out, then uses strongest Psynergy Just keep attacking and healing as needed. Each Ragnarok should do him 120 damage by now. Just keep an eye on Sheba's HP. If she didn't equip the Guardian Ring she will be vulnerable during the entire battle. You don't have to unleash Djinn for another round of summons; in fact I wouldn't do it. Just keep up the Ragnaroks and cast Impact every 5th turn to make sure Felix doesn't lose the Attack bonus. ------------------------------------- Alhafra Boss: Briggs and Sea Fighters ------------------------------------- Recommended Level: 12 to 14 Briggs NORMAL HARD Elemental Effectiveness 3/10 Level 5/10 1--2--3--4--5--6--7--8--9 984 HP 1476 EARTH ============= 0 PP 0 FIRE ============= 129 ATK 162 WIND ============= 29 DEF 37 WATER ============= 76 AGL 76 Experience Points: 333 Echo Cut (Damage) Coins: 891 Drop Item: Vial Sea Fighters NORMAL HARD Elemental Effectiveness 1--2--3--4--5--6--7--8--9 197 HP 296 EARTH ============= 0 PP 0 FIRE ============= 119 ATK 147 WIND ============= 28 DEF 35 WATER ============= 61 AGL 61 Experience Points: 89 each Coins: 130 each Drop Item: Nothing Party Members ------------- Felix Level 13 Knight 2 Venus Djinni, both Standby Jenna Level 13 Pierrot 2 Mercury Djinn, 1 Mars Djinni, all Standby Mysterious Card Sheba Level 11 Magician 3 Jupiter Djinn, all Standby Focus on Briggs, because once you topple him, he can't call for more of his cronies to help him. The pirates are tougher than they look, so don't fool around. Briggs MUST be the central target for all attacks, including summons. ------------ BATTLE START ------------ Turn 1 Felix summons Ramses Jenna summons Mars Sheba summons Procne This should hit pretty hard. If he calls more lackeys, don't worry about it. We'll take good care of them in the next turn... Turn 2 Felix uses Ragnarok or heals Jenna summons Nereid Sheba if HP is low, defends. Otherwise uses strongest Psynergy The fighters' Echo Cut and Briggs' Oil Drops do tremendous damage (about 70 for the Cut and about 100 for the Oil Drop!) Stop and heal yourself, you don't want to die on the third boss, do you? Turn 3 Felix uses Ragnarok or heals Jenna uses Flame Card Sheba uses Impact on Felix Why use Impact? Same reason as in the desert: it raises Ragnarok's power because it is an Element Physical Attack (EPA for short.) Don't forget to re-cast it every fifth turn or it will run out. Turn 4 (and all turns until Briggs is down) Felix uses Ragnarok or heals Jenna uses Flame Card Sheba uses strongest Psynergy From here, just use Ragnarok on the remaining Sea Fighters. The other characters can do whatever. ------------------------------ Lemurian Ship Boss: Aqua Hydra ------------------------------ Recommended Level: 19-20 NORMAL HARD Elemental Effectiveness 4/10 Level 7/10 1--2--3--4--5--6--7--8--9 2276 HP 3414 EARTH ============= 70 PP 70 FIRE ====================== 173 ATK 217 WIND ============= 38 DEF 47 WATER ==== 63 AGL 63 Experience Points: 963 Raging Flood (WATER, Damage, Target ALL) Coins: 1611 Triple Chomp (Damage) Drop Item: Nothing Rising Venom (Damage/Poison) Slaver (Defense Down, Target 5) Drench (WATER, Damage, Target 3) Party Members ------------- Felix Level 18 Knight 3 Venus Djinn, 1 Mercury Djinni, all Standby Jenna Level 17 Hex 4 Mars Djinn, all Standby Sheba Level 16 Mage 4 Jupiter Djinn, all Standby Piers Level 19 Commander 4 Mercury Djinn, Shade SET, others Standby This is a wake-up call! This boss is actually hard! The Aqua Hydra has several hard-hitting attacks it likes to abuse. Raging Flood hits the entire party pretty ****ed hard. Triple Chomp can one-hit kill at this point, so my advice is summon early and end the battle quickly, hence the Djinn setup. Give Sheba any Nuts you have. If you're REALLY cautious, you can go back to the Gabomba Catacombs when you get the Cyclone Chip. Pick up a Venus Djinni there. Setting it to Felix makes him a Gallant. At Level 19 he learns the integral Revive Psynergy, and about time too! ------------ BATTLE START ------------ Turn 1 Felix summons Cybele Jenna summons Meteor Sheba summons Thor Piers unleashes Shade If the Aqua Hydra uses a powerful attack, Shade will block most of the damage. Turn 2 Felix uses Ragnarok or heals (is this looking like a broken record?) Jenna uses Fume Sheba defends Piers summons Boreas As before, Triple Chomp can one-hit kill, so protect your weaker party members. Turn 3 Felix uses Ragnarok or heals Jenna uses strongest Fire Psynergy Sheba defends Piers attacks or heals as needed Turn 4 Felix uses Ragnarok or heals Jenna unleashes an attack-type Mars Djinni (Char or Cannon) Sheba ises a Nut on an injured party member Piers attacks Someone might be down right now. You won't have any Water of Life, so you have to use the Djinni Spark to revive fallen party members. If it fails, Set the Djinni and try again next turn if Jenna has a lot of HP. Turn 5 (and all following turns) Felix uses Ragnarok or heals Jenna uses Fume or defends Sheba continues to use Nuts on weak party members Piers attacks or heals as needed As more and more of your Djinn go to Set, this battle becomes easier. You may even want to summon Megaera to boost Ragnarok's power, further accelerating the battle. If Felix's Mercury Djinni recovers, unleash it immediately--the Swordsman class can't heal! ------------------------------------------------------------- You should complete the Aqua Rock and Tundaria Tower dungeons at this time. ------------------------------------------------------------- ----------------------- Gaia Rock Boss: Serpent ----------------------- Recommended Level: 23-26 NORMAL HARD Elemental Effectiveness 5/10 Level 7/10 1--2--3--4--5--6--7--8--9 3536 HP 5304 EARTH ======= 160 PP 160 FIRE ============= 249 ATK 312 WIND =================== 76 DEF 99 WATER ============= 135 AGL 135 Experience Points: 1998 Mighty Press (Damage, Down) Coins: 2898 Black Ice (Damage, Target 3) Drop Item: Nothing Toxic Breath (Damage, Poison, Target 3) Quake Sphere (Damage, Target ALL) Briar (Damage, Target 3) Cure Well (Recovers 165 HP) Recovers 30 HP per turn Attacks twice per turn Party Members ------------- Felix Level 23 Gallant 4 Venus Djinn, all Standby Jenna Level 23 Hex 5 Mars Djinn, all Set Sheba Level 22 Mage 4 Jupiter Djinn, all Standby Piers Level 23 Commander 5 Mercury Djinn, Shade SET, others Standby Use Nuts rather than Psynergy to heal the party on the way here, because unfortunately, all the Growths you used to get here will take a big chunk out of Felix or Jenna's PP. Better her than Felix; you'll need him to use Revive (you DO have 4 Venus Djinn, don't you?!) because the Serpent has a vicious attack called Mighty Press; it does 100+ damage (140+ damage in Hard mode) to its target. The blow can instantly down a character, so have Felix ready to Revive. The Serpent attacks 2 times per turn and recovers 30 HP per turn IF you hit all four lights in Gaia Rock. You must hit all of them or the battle is impossible to win because for each one you missed, the Serpent recovers an additional 600(!) HP per turn for EACH light you missed. This battle is fairly long, so have Jenna ready at all times. If she goes down, use Revive or Water of Life. Finally, watch for its Toxic Breath attack. It can poison multiple party members and puts you in serious trouble if you don't cure it promptly. He also can use Cure Well, the first boss with healing Psynergy. It heals him 165 HP, but that's not a lot. If you got a Glower Staff, the secondary effect (Psynergy seal) may prevent his Psynergy from working. Don't hesitate to use a Psy Crystal; you can always win more in Contigo when you get there. ------------ BATTLE START ------------ Turn 1 Felix summons Judgment Jenna defends Sheba summons Thor Piers unleashes Shade With these classes, only Jenna will be faster than the Serpent. But in Hard Mode the Serpent will attack first, so unleashing Shade with Piers is very important. Besides, those Quake Spheres and Briars get annoying. Sheba's summon should deal the Serpent about 1100 HP of damage. Because the Serpent is strong against Earth, Felix's summon should do only about 650 HP of damage. You're halfway there in the first turn! If you didn't unleash Shade you may be in big trouble. Turn 2 (and all turns until Mighty Press or Toxic Breath) Felix attacks or uses Cure Well Jenna attacks or uses Healing Aura Sheba defends until she reaches Magician class, then uses strongest Psynergy Piers unleashes Djinn for ONE level 4 summon, then uses Diamond Dust or heals Jenna will heal a lot in this battle, so do not try to summon with her. Piers' summon should do about 900 HP of damage. Do NOT use Breath if someone's HP is low. Sheba is EXTREMELY vulnerable after she summons. Have Piers heal her. If he is down, use an item. Felix has better things to do, like reviving fallen party members. ------------------------------- AFTER TOXIC BREATH/MIGHTY PRESS ------------------------------- Turn 1 (Toxic Breath) Felix uses an Antidote or heals Jenna uses an Antidote or heals Sheba uses an Antidote or attack Psynergy Piers uses an Antidote or heals Your number one priority in the battle is keeping Felix alive. If he falls, you're done for, unless you possess Water of Life. Your number two priority is making sure the party is not poisoned. Poison does 10% damage in Golden Sun. Cure it promptly or you will also be in trouble. Turn 1 (Mighty Press) Felix revives the fallen character Jenna attacks or uses Healing Aure Sheba uses an attack Psynergy Piers attacks or heals Turn 2 (and all following turns until next Toxic Breath/Mighty Press) Felix attacks or uses Cure Well Jenna attacks or uses Healing Aura Sheba uses strongest Psynergy (or attacks if she's out of PP) Piers uses Diamond Dust or heals Back to square one. If you haven't paid attention, this is where we began. Do not try to use another round of summons. Just keep whittling down his 4,000+ HP and you will defeat this no-good dragon. You may not want to face this boss until Sheba reaches level 26, when she learns Shine Plasma. ---------------------- Champa Boss: Avimander ---------------------- Recommended Level: 27-30 NORMAL HARD Elemental Effectiveness 5/10 Level 6/10 1--2--3--4--5--6--7--8--9 3792 HP 5688 EARTH ============= 87 PP 100 FIRE ==== 281 ATK 352 WIND ============= 89 DEF 112 WATER ====================== 94 AGL 94 Experience Points: 2176 Heat Stun (FIRE, Damage/Stun) Coins: 1330 Star Mine (Damage, Target ALL) Drop Item: Nothing Fire Breath (FIRE, Damage, Target 3) Fiery Blast (FIRE, Damage, Target 5) Guard (Defense Up) Impair (Defense Down) Attacks 2 times per turn Party Members ------------- Felix Level 26 Gallant 5 Venus Djinn, Flower SET, others Standby Jenna Level 25 Fire Master 6 Mars Djinn, all Set Sheba Level 24 Mage 5 Jupiter Djinn, Breath SET, others Standby Piers Level 25 Commander 5 Mercury Djinn, Shade SET, others Standby Remember how hard the battle with Briggs was? (Not!) Well, this should give you a rude awakening. Avimander is pretty tough. You may want to go back to Tundaria and level up beyond the levels I have here in the boss strategy. Avimander's attacks all hit pretty hard, but Star Mine is just plain irritating! ------------ BATTLE START ------------ Turn 1 Felix summons Judgment Jenna defends Sheba summons Thor Piers summons Boreas This should hit the boss hard. Jenna will be constantly healing in this battle for she is a Fire Adept. If you summon with her, make sure she doesn't drop below the Hex class, or you've blown the whole blasted strategy. Another consideration would be to use Savants. Savants can Wish Well if the party has low HP, but that is also a waste of Mercury Djinn on a Fire monster. Boreas should do a LOT of damage. Turn 2 Felix uses Potent Cure on the weakest party member Jenna uses Healing Aura Sheba uses Bind Piers uses Diamond Dust or heals The Avimander actually has a weakness to Bind. This is the reason why Sheba has her base class. Avimander likes to use Psynergy like Eruption, Fiery Blast, and Nova. If Bind works, he may try to use Psynergy, but your Bind spell would block it. He has special abilities like Fire Breath and Heat Stun that can't be blocked. Heat Stun is an annoyance in particular because it can stun a party member and put him or her out of action. Carry Elixirs for this purpose. Have Sheba use them. The rest of the party will be busy attacking or healing the others. Turn 3 (and all turns until the Psynergy seal is gone) Felix uses Ragnarok Jenna uses Healing Aura Sheba uses High Impact Piers uses Diamond Dust or heals If Jenna is stunned, use Piers or Felix to heal and someone else to heal her stun. AFTER FIRST PSYNERGY SEAL EXPIRES Turn 1 (and all turns until Djinn recover) Felix continues to use Ragnarok/healing abilities Jenna uses Healing Aura Sheba uses Bind, then strongest Attack Peynergy Piers unleashes Shade, then uses Diamond Dust Part of the Bind strategy is to bide your time until all your Djinn recover. Then the battle is fairly easy. The biggest problem is that freaking Star Mine, a powerful secondary attack the boss uses. ALL TURNS AFTER THE DJINN RECOVER Felix continues to use Ragnarok/healing abilities Jenna uses Healing Aura Sheba uses Resist until it maxes out, then uses Attack Psynergy Piers uses Diamond Dust or heals You shouldn't try doing Bind a third time. -------------------------- Sea of Time Boss: Poseidon -------------------------- Recommended Level: 28-30 NORMAL HARD Elemental Effectiveness 7/10 Level 7/10 1--2--3--4--5--6--7--8--9 3792 HP 7358 EARTH ============= 87 PP 113 FIRE ==== 281 ATK 357 WIND ============= 89 DEF 112 WATER ====================== 94 AGL 94 Experience Points: 2176 Typhoon Blow (WATER, Damage, Target 3) Coins: 1330 Ocean Fist (WATER, Damage/1HP) Drop Item: Psy Crystal Watery Grave (WATER, Damage/Down, Target ALL) Counter-rush (Reflux's effect, WATER version) Ice Missile (WATER, Damage, Target 3) Deluge (WATER, Damage, Target 5) Party Members ------------- Felix Level 26 Gallant 5 Venus Djinn, Flower SET, others Standby Jenna Level 26 Fire Master 6 Mars Djinn, Spark/Reflux SET, others Standby Sheba Level 25 Savant 5 Mercury Djinn, all Set Piers Level 26 Savant 5 Jupiter Djinn, Breath SET, others Standby First of all, if you don't have the Trident, then get your butt out of the Sea of Time and go get the Trident Prongs, then go to Champa and get the Trident assembled. If you try to fight without the Trident, your attacks won't do a bit of good because of that force field crap he uses. We are going to need the Savants instead of the usual base classes this time. If you recall, Jenna was our main healer in the last several battles? Well, Poseidon is weak to Mars but strong against Mercury. Having Jenna fight rather than heal is a good idea here. Just be wary of his Watery Grave special attack. If you don't have Felix at the Gallant class when he uses the attack, Poseidon's gonna kick your party's behind real bad. Have Felix ready. Make sure the rest of your party has at least 1 Water of Life each in case he falls from the attack. ***Piers should hold the Trident.*** ------------ BATTLE START ------------ Turn 1 Piers uses the trident to destroy that force field crap Everybody else defends Now that his force field is destroyed, summon like mad this turn. Turn 2 Felix summons Judgment Jenna summons Meteor Sheba uses Wish Well Piers summons Thor The summons should deal him about 3,500 HP of damage total. Turn 3 (and all turns while Djinn are recovering) Felix uses Ragnarok Jenna defense if HP is low, otherwise uses Serpent Fume Sheba uses Wish Well Piers uses the Trident If you got lucky with the Watery Grave attack(s), no one will be down right now. Otherwise, wait until Felix gets the Gallant class and Revive. He is your defender in this battle. If Sheba is down, have Felix use Potent Cure and Jenna/Piers use a Water of Life. We need Sheba to Wish until your party gets its class back. AFTER ALL DJINN RECOVER Now that you have your class back, the battle is not so hard. Still a touch difficult, but more like 5/10 instead of 7/10. Felix uses Ragnarok or Revive Jenna unleashes Reflux on whoever has highest Attack, then uses Serpent Fume Sheba uses Wish Well Piers uses the Trident He'll go down eventually. If Sheba runs low on PP, use the Djinni Ether while Piers does Wish Well instead of the Trident. He will last a while, but you'll beat him. Just make sure the party is on its feet. The only thing that screws this up is that Ply Well crap he can do in the battle. ------------------------------------- Shaman Village Boss: Moapa, Knight x2 ------------------------------------- Recommended Level: 29-32 Moapa NORMAL HARD Elemental Effectiveness 7/10 Level 8.5/10 1--2--3--4--5--6--7--8--9 3042 HP 4563 EARTH ============= 0 PP 0 FIRE ============= 354 ATK 443 WIND ============= 219 DEF 274 WATER ============= 181 AGL 181 Experience Points: 1670 Bosca Hit (Damage) Coins: 2460 Drop Item: None Knight NORMAL HARD Elemental Effectiveness 1--2--3--4--5--6--7--8--9 1954 HP 2931 EARTH ============= 0 PP 0 FIRE ============= 321 ATK 402 WIND ============= 151 DEF 189 WATER ============= 143 AGL 143 Experience Points: 835 Each Strong Hit (Damage) Coins: 205 Each Drop Item: None Party Members ------------- Felix Level 27 Lord 6 Venus Djinn, all Set Jenna Level 27 Fire Master 7 Mars Djinn, all Set Sheba Level 26 Magister 6 Jupiter Djinn, all Set Piers Level 27 Captain 6 Mercury Djinn, all Set Back to base classes this time. When you walk Trial Road, you must make it to the end of the stage each time so you lose only four items to the chests. Moapa and his Knights bought puny equipment to put in the chests so they have their best equipment for battle. Crap it, the game will not allow you to do the same, so get rid of helmets and shields first; you need weapons. Be forewarned: This battle could take a few tries. ------------ BATTLE START ------------ Turn 1 Felix casts Odyssey (the battle animation is to die for...) Jenna casts Serpent Fume Sheba casts Shine Plasma Piers casts Diamond Berg You DID get the Eclipse summon from Lemuria Spring, right? Turn 2 (and all following turns) Felix uses Potent Cure or Odyssey Jenna uses Healing Aura or Serpent Fume Sheba unleashes Djinn in combination with Piers to summon Eclipse ONCE, then uses strongest Psy Piers unleashes Djinn in combination with Sheba so she can summon Eclipse ONCE, then uses Diamond Berg Don't let both Sheba drop below the Mage class and Piers drop below the Commander class. Also watch out for the Knights' Strong Hit attacks and Moapa's Bosca Hit, as they do 150+ and 200+ damage, respectively. If you're losing, go and get Gel, Salt, Tinder, and Core. It will increase Jenna's class to Justice, making her less vulnerable after she summons Meteor, if you decide to do so. If you don't know where these four Djinn are, look them up in a Djinni guide. I will be writing one as I convert the rest of the document. -------------------------------------- Jupiter Lighthouse Boss: Karst, Agatio -------------------------------------- Recommended Level: 32-34 Karst NORMAL HARD Elemental Effectiveness 8.5/10 Level 9.5/10 1--2--3--4--5--6--7--8--9 3186 HP 4779 EARTH ========== 320 PP 350 FIRE ==== 354 ATK 443 WIND ============= 107 DEF 134 WATER ================ 235 AGL 235 Experience Points: 2813 Death Scythe (Damage/Down) Coins: 5280 Heat Kiss (Attack Down, Target 3) Drop Item: Dark Matter Djinnfest (Drains one Djinni, Target 5) Fiery Blast (FIRE, Damage, Target 5) Supernova (FIRE, Damage, Target ALL) Break (Resets enemy stats, Target ALL) Healing Aura (Recovers 120 HP) Agatio NORMAL HARD Elemental Effectiveness 1--2--3--4--5--6--7--8--9 4248 HP 6372 EARTH ========== 280 PP 300 FIRE ==== 377 ATK 472 WIND ============= 114 DEF 180 WATER ================ 178 AGL 178 Experience Points: 3000 Stun Muscle (Damage/Stun) Coins: 3740 Meteor Blow (FIRE, Damage, Target ALL) Drop Item: None Cage (Stops 1 Turn) Rising Dragon (FIRE, Damage) Rolling Flame (FIRE, Damage, Target 3) Eruption (FIRE, Damage, Target 3) Supernova (FIRE, Damage, Target ALL) Debilitate (Defense Down, Target 3) Party Members ------------- Felix Level 29 Slayer 8 Venus Djinn, all Set Jenna Level 29 Fire Master 7 Mars Djinn, all Set Sheba Level 28 Sorcerer 8 Jupiter Djinn, all Set Piers Level 29 Captain 7 Mercury Djinn, all Set I really can't say a lot about this battle, for there is a HUGE plot development here. You only start with half your party; Felix and Piers. At least you get the men and healers. ------------ BATTLE START ------------ TARGET KARST OR DIE!!! Turn 1 Felix unleashes Echo Piers unleashes Rime on Agatio After Agatio attacks you will probably be in a lot of fiery pain. Stop and heal yourself; you wouldn't want to be dead before Jenna arrives, would you? The reasoning for using Rime is that Meteor Blow and Rising Dragon are powerful Psynergy attacks and would be blocked. Turn 2 Felix uses Potent Cure Piers uses Ply Well/other healing ability if Felix is stunned; otherwise uses Diamond Berg Backup will arrive this turn; use Jenna's Healing Aura each turn. Turn 3 Felix uses Potent Cure Jenna uses Healing Aura Piers uses Ply Well/other healing ability if Felix is stunned; otherwise uses Diamond Berg Agatio attacks with dragon-like force. He has 3 attacks that do 300 damage to the central target; heal yourself before you die!! Turn 4 Felix uses Potent Cure Jenna uses Healing Aura Piers uses Ply Well/other healing ability if Felix is stunned; otherwise uses Diamond Berg More backup arrives this turn. Looks like Agatio and Karst are being outnumbered fast! Sheba will help you win this battle; she can use Haze while Jenna heals/revives the rest of the party. Turn 5 (and all following turns) Felix heals/revives party members or unleashes Djinn for ONE level 4 summon, then uses Odyssey Jenna uses Healing Aura or Tinder if Felix is down Sheba unleashes Djinn for ONE level 4 summon, then uses strongest Psynergy Piers heals/removes stun from party members or unleashes Djinn for ONE level 4 summon, then uses Diamond Berg Defensive Djinn really help here. Just keep whittling down their HP. Karst can use Death Scythe, an attack that her sister, Menardi, used atop the last lighthouse, Venus Lighthouse. If it works correctly, one more notch on Death's scythe. Also watch out for Karst's Djinnfest when trying to summon. It drains one Djinni from each party member, and can potentially make you lose Healing Aura, Diamond Berg, or even Revive!! ----------------------------------------------------------------- Now we get to a boss break. No more bosses until Mars Lighthouse! This means you have time to go to Magma Rock and some other places and pick up some Djinn you missed. The Summon Guardians are the toughest bosses in the game, so the walkthroughs will incorporate having almost every Djinni in the game. I will begin with the Mars Lighthouse sub-bosses then move on to the Summon Guardians. Final Boss comes last. ----------------------------------------------------------------- ---------------------------------------------------- Mars Lighthouse Boss: Flame Dragon 1, Flame Dragon 2 ---------------------------------------------------- Recommended Level: 34-36 Flame Dragon 1 NORMAL HARD Elemental Effectiveness 4/10 Level 4.5/10 1--2--3--4--5--6--7--8--9 5348 HP 6952 EARTH ============ 320 PP 416 FIRE ==== 389 ATK 506 WIND ============ 134 DEF 174 WATER ===================== 215 AGL 280 Experience Points: 2502 Coins: 1872 Drop Item: None Flame Dragon 2 NORMAL HARD Elemental Effectiveness 1--2--3--4--5--6--7--8--9 5724 HP 7441 EARTH ========== 250 PP 325 FIRE ==== 400 ATK 520 WIND ============= 137 DEF 178 WATER ================ 158 AGL 205 Experience Points: 2502 Coins: 1521 Drop Item: None Party Members ------------- Fighting Team Felix Level 33 Slayer 8 Venus Djinn, all Set Jenna Level 33 Justice 9 Mars Djinn, all Set Piers Level 33 Admiral 9 Mercury Djinn, all Set Mia Level 33 Angel 8 Mercury Djinn, all Set Backup Team Sheba Level 33 Sorcerer 9 Jupiter Djinn, all Set Garet Level 33 Hero 9 Mars Djinn, all Set Ivan Level 31 Sorcerer 8 Jupiter Djinn, all Set Isaac Level 33 Slayer 8 Venus Djinn, all Set There are very slight *SPOILERS* in this description, you've been warned... This is basically an easier repeat of the Karst/Agatio battle on top of the previous lighthouse. Fight them basically the same way, but now that you have TWO Mercury Adepts, have them let loose with Water Psynergy. This battle is half as hard as the previous one, but this is the last easy boss battle you get. The dragons have the same attacks, save Stun Muscle and Death Scythe, and have learned Flame Breath instead. You don't need the backup team for this. The dragons are different sizes for a reason; they have different stats and different attacks. ...here the spoilers come... They battle so similarly to Karst and Agatio that they couldn't be none other than Karst and Agatio themeslves!! Really, they transformed because of the lighthouse's power, but they were weak because the lighthouse needs the Mars Star to rekindle itself; the lighthouse nearly froze! The larger dragon is Agatio; the smaller one is Karst. ------------ BATTLE START ------------ Make sure all your attacks target one dragon, but who cares which one?! Turn 1 (and all following turns) Felix uses Odyssey Jenna attacks or uses Cool Aura Piers unleashes Djinn to summon Boreas Mia unleashes Djinn to summon Boreas if Jenna is alive; if not, then uses Wish Well A breeze, huh?! ------------------------------- Yampi Desert Cave Boss: Valukar ------------------------------- Recommended Level: 36-40 NORMAL HARD Elemental Effectiveness 6.5/10 Level 8/10 1--2--3--4--5--6--7--8--9 12960 HP 19440 EARTH ============ 0 PP 0 FIRE ==== 550 ATK 688 WIND ============ 175 DEF 219 WATER ================ 206 AGL 206 Experience Points: 8702 Stun Jip (Damage/Stun) Coins: 4980 Attacks 2 times per turn Drop Item: None The worst part of this battle is trying to summon. He has an attack called Djinn Stun, which puts one Djinni from each party member on Standby. Sounds cool, huh? Well, if you think he's helping you, WAKE THE HECK UP, because he can use your own Djinn to summon against you. Have no Mercury Adepts, you may give him enough Djinn to summon Coatlicue, if you got it. If he summons Coatlicue, you lose. He recovers several thousand HP for five turns if he uses that summon. Great for testing the power of summons in Link Play mode if you encounter him in the single-player arena, though. Iris did 1,100+ HP of damage to the target, showing you how awesome that ultimate summon is! One more thing, he has a powerful physical attack called Stun Jip. It does 300 to 350 damage and will probably stun the person hit. Have about 5 elixirs per person, given his tendency to abuse Stun Jip when he has no Djinn to summon. Take above note of who has what specific Djinn, this is integral to the strategy. Beating this boss will give you the Daedalus summon. Party Members ------------- Fighting Team Isaac Level 35 Slayer 9 Venus Djinn (Granite), all Set, Sol Blade Jenna Level 33 Justice 9 Mars Djinn (Tinder), all Set Garet Level 34 Hero 9 Mars Djinn (Flash, Forge), all Set Ivan Level 34 Sorcerer 9 Jupiter Djinn (Breeze, Haze), all Set Backup Team Mia Level 34 Angel 9 Mercury Djinn, all Set Felix Level 34 Slayer 9 Venus Djinn, all Set Sheba Level 33 Sorcerer 8 Jupiter Djinn, all Set Piers Level 34 Admiral 9 Mercury Djinn, all Set Mia or Piers may play a vital role, depending on which characters you use. ------------ BATTLE START ------------ Turn 1 Isaac attacks (hopefully unleashing Megiddo for 600 or so damage) Jenna attacks Garet summons Jupiter (he'll be slower than Ivan and will attack after him) Ivan unleashes Breeze for elemental resistance Don't let him summon Megaera, or his Attack will rise, increasing Stun Jip's power. All turns with no Djinn on Standby Isaac attacks (hopefully unleashing Megiddo) Jenna uses Cool Aura Garet attacks or uses Protect Ivan uses Resist All turns with Djinn on Standby Isaac summons what is left over from Garet/Ivan Jenna uses Cool Aura Garet summons the strongest spirit he can Ivan summons the strongest spirit he can After Valukar summons Megaera Turn 1 Switch Garet with Mia Isaac attacks Jenna uses Cool Aura Mia casts Break (erasing Valukar's attack bonus from Megaera!) Ivan uses Resist Next turn, switch Mia with Garet, and from there, apply the appropriate of the two strategies. This guy will go down so fast because of the summons, you won't believe this joker was guarding Daedalus! ------------------------- Islet Cave Boss: Sentinel ------------------------- Recommended Level: 38-41 NORMAL HARD Elemental Effectiveness 7/10 Level 9/10 1--2--3--4--5--6--7--8--9 8736 HP 13104 EARTH ================ 780 PP 780 FIRE ========== 608 ATK 760 WIND ======= 216 DEF 270 WATER = 171 AGL 171 Experience Points: 10538 Armor Crush (Damage, Defense Down) Coins: 6144 Lots of Psynergy attacks Drop Item: None Attacks 3 times per turn. NOTE: I highly suggest you spend some time in Islet Cave leveling up before facing Sentinel. In programming, a "sentinel" is a special value used to mark the end of a series of values. In this game, perhaps Sentinel is a special boss used to mark the end of your adventure. Don't let him. Except... All the Summon Guardians have a special catch to them, and this time, it's Psynergy immunity. I am not lying; he is immune to all Psynergy, INCLUDING BREAK. He himself uses Break like a madman, so the plan of using High Impact/Resist won't work, and he uses Guard to make his defense like a brick wall, so weapons/attack Djinn are ineffective as well. "Mia attacks Sentinel for 2 damage!" sort of thing. That leaves summons. Summons that require 4 or more Djinn do well over 1,200 HP of damage. If you got Haures, that summon could total over 2,400 HP of damage with its use. He's weak to Earth, so bring out Felix and Isaac to do your dirty work. If there is anything that can kill you, it's his Armor Crush and his Psynergy. He has basically every non-physical wind and water attack Psynergy. Armor Crush is even more devastating. It does 250 to 350 HP of damage, but the worst part is that almost every time it lowers your Defense as if he used Impair on you. Defeating Sentinel gives you the Catastophe summon, which I think is the coolest-looking summon. This huge warrior appears Judgment style, sends an electrical blast from his sword to the ground, also Judgment style. This blast forms a pyramid, then in the battlefield, the approaching blast turns into dragon-shaped electricity as it approaches your enemy. You have to see it to believe it!! Party Members ------------- Fighting Team Felix Level 36 Slayer 9 Venus Djinn (Crystal), all Set, Sol Blade Garet Level 35 Hero 9 Mars Djinn (Flash, Reflux), all Set Isaac Level 35 Slayer 9 Venus Djinn (Flower, Granite), all Set, Tisiphone Edge Mia Level 34 Angel 9 Mercury Djinn (Shade, Spritz, Rime, Eddy), all Set Backup Team Sheba Level 34 Sorcerer 8 Jupiter Djinn (Haze), all Set Jenna Level 34 Justice 9 Mars Djinn, all Set Ivan Level 34 Sorcerer 9 Jupiter Djinn (Lull), all Set Piers Level 34 Admiral 9 Mercury Djinn, all Set Mia or Piers may play a vital role, depending on which characters you use. Again, take note of the specific Djinn each party member has. If you do this right, the backup team won't come into play. Be aware that Sentinel recovers 200 HP and 30 PP after every turn. ------------ BATTLE START ------------ Turn 1 Felix attacks (hopefully unleashing Megiddo) Garet unleashes Reflux on whomever Isaac attacks (hopefully unleashing Vengeance for serious damage) Mia uses Wish Well Reflux is for the serious Psynergy attacks. Turn 2 (and all turns until Armor Crush lowers defense 3x) Felix unleashes Crystal if party HP is low, otherwise unleashes Djinn for a level 4 summon Garet unleashes Djinn in combination with Felix/Isaac to summon Haures/Daedalus Isaac unleashes Djinn for a level 4 summon Mia unleashes healing Djinn or attack Djinn for a level 4 summon If you boost your stats, Sentinel will just Break them away. In this case, that is what you want. Break eliminates ALL stat modifications, ***including negative ones.*** So have him use Break and your defense returns to normal. Consider using Rime to seal his Psynergy, but the boss has a high AI and will use Armor Crush or a regular physical attack instead of attempting to use Psynergy. ----------------- After Armor Crush ----------------- Turn 1 (and all following turns) Felix unleashes Crystal if party HP is low, otherwise unleashes Djinn for a level 4 summon Garet unleashes Djinn in combination with Felix/Isaac to summon Haures/Daedalus Isaac unleashes Djinn for a level 4 summon Mia continuse to heal the party with Wish Well or Djinn Don't worry about who summons what unless you've used Rime, because Sentinel will Break the Power boost next turn. It doesn't matter if you let Felix/Isaac or Garet do the multielemental summons, just make sure the defensive/healing Djinn keep coming back to Set so you can keep using them again. If you're in a bind, don't forget about Granite/Flash/Shade. They block damage, giving you a chance to heal. Sentinel attacks 3 times per turn, so be careful. If a party member goes down, have Felix or Isaac revive him/her. You may need the backup team, but if you do it right they will stay in the back. The trick to this is to use summons frequently, they are the only thing that is effective because of Guard and the boss's immunity to Psynergy. The Djinni Eddy really helps here. ------------------------------------------- Treasure Isle Boss: Star Magician and Balls ------------------------------------------- Recommended Level: 40-43 Star Magician NORMAL HARD Elemental Effectiveness 8/10 Level 9/10 1--2--3--4--5--6--7--8--9 7486 HP 11229 EARTH ========== 560 PP 560 FIRE ================ 460 ATK 575 WIND ======= 139 DEF 174 WATER ==== 268 AGL 268 Experience Points: 7866 Various attacks. Coins: 5566 Attacks 2 times per turn. Drop Item: None Refresh Ball NORMAL HARD Elemental Effectiveness 1--2--3--4--5--6--7--8--9 360 HP 540 EARTH ============= 43 PP 43 FIRE ====================== 317 ATK 397 WIND =================== 124 DEF 159 WATER ==== 136 AGL 136 Experience Points: 448 Earnest Ply (Restore 1150 HP) Coins: 278 Drop Item: None Anger Ball NORMAL HARD Elemental Effectiveness 1--2--3--4--5--6--7--8--9 460 HP 690 EARTH ============= 43 PP 43 FIRE ==== 357 ATK 447 WIND =================== 125 DEF 157 WATER ====================== 173 AGL 173 Experience Points: 387 Angry Mine (Damage, Suicide) Coins: 30 Drop Item: None Thunder Ball NORMAL HARD Elemental Effectiveness 1--2--3--4--5--6--7--8--9 520 HP 780 EARTH =================== 43 PP 43 FIRE ============= 317 ATK 412 WIND ======= 127 DEF 154 WATER ============= 292 AGL 292 Experience Points: 439 Shine Plasma (Damage, Target 5) Coins: 289 Drop Item: None Guardian Ball NORMAL HARD Elemental Effectiveness 1--2--3--4--5--6--7--8--9 360 HP 780 EARTH ======= 43 PP 43 FIRE ============= 317 ATK 397 WIND =================== 124 DEF 159 WATER ============= 136 AGL 136 Experience Points: 448 Guard Aura (Barrier) Coins: 278 Drop Item: None Geez, this boss drove me crazy! He will periodically summon balls to assist him in battle. The Refresh Balls and Guardian Balls need to be destroyed A.S.A.P. The Guardian Balls use Guard Aura on the boss; the effect is identical to Flash's unleash effect. The Refresh Balls use Earnest Ply, a version of Mia's and Piers' Pure Ply. The move restores 1,150 HP to the magician. Ignore the other balls. If there are no Guardian Balls, go all-out with summons. He is extremely weak to summons, so use Meteor, Judgment, or Daedalus, if you have it. The summons will take care of the other balls. Using a second round of summons may not be necessary if you summoned at the proper times. Beating this boss gives you the Water-based Azul summon! Party Members ------------- Fighting Team Felix Level 37 Slayer 9 Venus Djinn, all Set, Sol Blade Isaac Level 38 Slayer 9 Venus Djinn, all Set, Tisiphone Edge Garet Level 37 Hero 9 Mars Djinn, all Set Mia Level 37 Angel 9 Mercury Djinn, all Set Backup Team Sheba Level 36 Sorcerer 9 Jupiter Djinn, all Set Jenna Level 36 Justice 9 Mars Djinn, all Set Ivan Level 37 Sorcerer 9 Jupiter Djinn, all Set Piers Level 36 Admiral 9 Mercury Djinn, all Set ------------ BATTLE START ------------ Turn 1 (and all turns with Guardian or Refresh Balls) Felix unleashes an attacking Djinni on Guardian/Refresh Ball Isaac unleashes an attacking Djinni on Guardian/Refresh Ball Garet unleashes an attacking Djinni on Guardian/Refresh Ball Mia uses Wish Well All turns with no Guardian/Refresh Balls Felix unleashes Djinn (if needed) for a level 4 summon Garet unleashes Djinn (if needed) for a level 4 summon Isaac unleashes Djinn (if needed) for a level 4 summon Mia unleashes Djinn for ONE level 4 summon, then uses Wish Well I didn't use the backup party for this, but you will probably need it. The trick to this battle is getting rid of the Refresh Balls, then the Guardian Balls! And make sure you do it with Djinn!! ----------------------------- Anemos Sanctum Boss: Dullahan ----------------------------- Recommended Level: 50-55 NORMAL HARD Elemental Effectiveness 10/10 Level 10/10 1--2--3--4--5--6--7--8--9 16000 HP 24000 EARTH = 500 PP 750 FIRE ==== 676 ATK 845 WIND ============= 269 DEF 337 WATER ========== 241 AGL 241 Experience Points: 15600 Attacks 3 times per turn. Coins: 6775 Drop Item: None In order to get into Anemos Sanctum, you need to have every Djinni in the game AND have transferred data from Golden Sun in which you found every Djinni. SAVE YOUR GAME before entering this battle; it is one of the hardest in RPG history. No real crazy tricks, no strange item needed, it's just plain hard. Dullahan, in Hard Mode, may well be the hardest boss enemy ever in RPG history. He has over 20,000 HP (yikes), attacks three times per turn (ouch!), and recovers 200 HP and 30 PP every turn. Here is a rundown of his special abilities: Element Swap: This simply causes one Standby Djinni to be Set, and a Set Djinni of the same element to go to Standby. Formina Sage: Basically a one-hit death move, it does three times his normal attack damage. Djinn Storm: Yes, he has the Djinn-wrecking attack that crapifies your stats. Charon: For some reason he has a copy of the same summon you got earlier in the Sanctum. However, there is greater risk of one-hit kill(s). Yes, Charon can down multiple party members. He can pop this up at any time, regardless of your Standby Djinn. True Collide: Attacks three party members and *absorbs* the HP you lose. Eep. He has no Guard Aura, so summon right off the start before he does Djinn Storm. Don't try to build up stats or he'll just Break them away. Most bosses in this half of the game use Break. For defeating him, you'll get the Iris summon and the most powerful attack Psynergy in the game: Call Dullahan. It is a Wind-based Psynergy that only a Necromage can use, but it's really powerful! Party Members ------------- Coming Soon! ------------ BATTLE START ------------ Coming Soon! ----------------------- Final Boss: Doom Dragon ----------------------- Recommended Level: 40-45 NORMAL HARD Elemental Effectiveness 9/10 Level 10/10 1--2--3--4--5--6--7--8--9 14400 HP 21600 EARTH = 600 PP 780 FIRE ==== 470 ATK 600 WIND ============= 155 DEF 194 WATER ========== 200 AGL 200 Experience Points: 0 Coins: 0 Drop Item: None This strategy assumes you beat Dullahan before coming here. If you didn't, a party around level 40 or so should be enough to take this boss down. Final boss time! If you don't have all the Djinn, turn around now and get them. This boss attacks a different number of times per turn depending on how many heads it has. It starts out attacking four times per turn, then loses one attack for each head it loses. Have several revivers in your party or you won't stand a chance. In the late stages of the battle, the dragon uses an ability called Djinn Storm, the most powerful enemy ability in the game. It places all of your active party's Djinn in recovery (yes, ALL of them.) If you got the Iris summon from Anemos Sanctum, it works wonders here. Summon everything you can before the boss does Djinn Storm and crapifies your stats. He likes to follow it up with Cruel Ruin, a devastating attack that can do damage equal to 75% or more of the target character's maximum HP. Consider defeating Dullahan before coming here. When the first party goes down, have your fastest character summon Iris. The mighty summon will revive your first party. But UNDER NO CIRCUMSTANCES SWITCH OUT DOWNED CHARACTERS! DOWNED CHARACTERS DO NOT RECOVER DJINN!! Party Members ------------- Coming Soon! ------------ BATTLE START ------------ Coming Soon! ----------------------------------------------------------------- PSYNERGY LISTING Note: Some information in this listing is from Terence Fergusson's Golden Sun Battle Mechanics FAQ, such as the base damage for Psynergy attacks. That is NOT my work, so if you want to reproduce these tables in your FAQ, you have to get BOTH his and my permission. ------------------------------------- Base Damage is how much the ability does to the central target based on an elemental Power of 100. (My discovery!) Under Type: E = Earth, F = Fire, Wi = Wind, W = Water Under Base: p = Element Physical Psynergy (ATK and DEF are put into the damage calculations) xxx% = Element Physical Psynergy with added Multiplier Num__Name__________Type_PP_Base__Range__Effect 1 Cure E 3 70 1 Restores 70 HP. 2 Cure Well E 7 150 1 Restores 150 HP. 3 Potent Cure E 10 300 1 Restores 300 HP. 4 Revive E 15 1 Revives a downed ally to 100% HP. 5 Ragnarok E 7 p 35 1 6 Odyssey E 18 p 95 1 7 Quake E 4 12 /3\ 8 Earthquake E 7 35 //5\\ 9 Quake Sphere E 15 65 ///7\\\ 10 Spire E 5 40 1 11 Clay Spire E 13 85 /3\ 12 Stone Spire E 22 160 //5\\ 13 Gaia E 7 40 /3\ 14 Mother Gaia E 17 100 //5\\ 15 Grand Gaia E 32 200 //5\\ 16 Growth E 4 25 1 Used in field to grow small plants. 17 Mad Growth E 10 60 /3\ 18 Wild Growth E 19 110 //5\\ 19 Haunt E 5 /3\ Haunts foes. 20 Curse E 6 1 Puts foe on Countdown. 21 Condemn E 8 1 Can destroy an enemy instantly. 22 Thorn E 6 35 /3\ 23 Briar E 11 70 /3\ 24 Nettle E 23 140 //5\\ 25 Annihilation E 18 p150% 1 Can destroy an enemy instantly. 26 Punji E 7 45 /3\ 27 Punji Trap E 13 85 /3\ 28 Punji Strike E 24 150 //5\\ 29 Demon Night E 12 60 /3\ Haunts foes. 30 Thorny Grave E 24 170 /3\ Haunts foes. 31 Helm Splitter E 8 p 30 1 Can destroy an enemy instantly. 32 Skull Splitter E 8 p 30 1 Can destroy an enemy instantly. 33 Rockfall E 5 30 /3\ 34 Rockslide E 15 90 //5\\ 35 Avalanche E 30 160 //5\\ 36 Grand Golem E 17 120 //5\\ 37 Dinox E 3 p 40 1 38 Living Armor E 17 p130 1 39 Lich E 10 1 Revives a downed ally to 100% HP. 40 Troll E 3 p 45 1 41 Minotaur E 10 p 90 1 42 Sabre Dance E 7 p150% 1 43 Bramble Card E 22 130 /3\ 44 Death Card E 8 1 Can destroy an enemy instantly. 45 Call Demon E 13 p190% 1 Can reduce an enemy's HP to 1. 46 Fire Puppet E 7 /3\ Stuns foes. 47 Heat Wave F 6 p 33 1 48 Liquifier F 17 p 90 1 49 Flare F 4 15 /3\ 50 Flare Wall F 7 40 /3\ 51 Flare Storm F 12 80 /3\ 52 Fire F 6 35 /3\ 53 Fireball F 12 65 //5\\ 54 Inferno F 23 140 //5\\ 55 Volcano F 6 45 1 56 Eruption F 14 90 /3\ 57 Pyroclasm F 29 180 //5\\ 58 Guard F 3 1 Raises Defense by 25%, 50% Max 59 Protect F 5 |||ALL|||Raises Defense by 12.5%, 50% Max 60 Impair F 4 1 Drops Defense by 25%, 50% Max 61 Debilitate F 6 |||ALL|||Drops Defense by 12.5%, 50% Max 62 Planet Diver F 7 p 36 1 63 Planetary F 19 p 98 1 64 Blast F 7 40 /3\ 65 Nova F 13 70 //5\\ 66 Supernova F 31 150 ///7\\\ 67 Blast F 5 25 /3\ 68 Mad Blast F 9 50 /3\ 69 Fiery Blast F 19 110 //5\\ 70 Fire Bomb F 5 35 /3\ 71 Cluster Bomb F 11 65 //5\\ 72 Carpet Bomb F 29 130 ///7\\\ 73 Dragon Cloud F 6 80 1 74 Epicenter F 33 210 1 75 Lava Shower F 4 40 1 76 Molten Bath F 12 70 /3\ 77 Magma Storm F 27 120 //5\\ 78 Guardian F 3 1 Raises Defense by 25%, 50% Max 79 Protector F 5 |||ALL|||Raises Defense by 12.5%, 50% Max 80 Aura F 7 50|||ALL|||Restores 50 HP to all party members. 81 Healing Aura F 11 100|||ALL|||Restores 100 HP to all party members. 82 Cool Aura F 16 200|||ALL|||Restores 200 HP to all party members. 83 Fume F 6 50 1 84 Serpent Fume F 14 130 1 85 Dragon Fume F 35 230 1 86 Beam F 7 45 /3\ 87 Cycle Beam F 14 80 //5\\ 88 Searing Beam F 36 170 ///7\\\ 89 Salamander F 7 45 /3\ 90 Cerberus F 7 50 /3\ 91 Wyvern F 17 p150 //5\\ 92 Chimera F 7 55 1 93 Macetail F 7 60 /3\ 94 Fire Dragon F 17 140 //5\\ 95 Manticore F 18 300|||ALL|||Restores 300 HP to all party members. 96 Phoenix F 10 1 Revive a downed ally to 100% HP. 97 Fire Breath F 13 85 /3\ 98 Juggle F 7 40 /3\ 99 Heat Juggle F 13 75 //5\\ 100 Fiery Juggle F 25 150 //5\\ 101 Sword Card F 6 1 Lowers Attack by 25%, 50% Max 102 Flame Card F 11 60 /3\ 103 Raging Heat F 9 45 /3\ 104 Fiery Abyss F 18 90 //5\\ 105 Dire Inferno F 32 200 ///7\\\ 106 Quick Strike Wi 12 p180% 1 107 Astral Blast Wi 5 p 32 1 108 Thunder Mine Wi 16 p 85 1 109 Ray Wi 6 35 /3\ 110 Storm Ray Wi 10 65 /3\ 111 Destruct Ray Wi 21 150 /3\ 112 Whirlwind Wi 5 20 /3\ Used in dungeons to solve puzzles. 113 Tornado Wi 14 80 //5\\ 114 Tempest Wi 27 160 //5\\ 115 Plasma Wi 8 45 /3\ 116 Shine Plasma Wi 18 100 //5\\ 117 Spark Plasma Wi 37 180 ///7\\\ 118 Impact Wi 7 1 Raises Attack by 25%, 50% Max 119 High Impact Wi 12 |||ALL|||Raises Attack by 12.5%, 25% Max 120 Ward Wi 3 1 Raises Resistance by 40, 80 Max 121 Resist Wi 5 |||ALL|||Raises Resistance by 20, 80 Max 122 Sleep Wi 5 /3\ Puts enemies to sleep. 123 Bind Wi 4 1 Blocks an enemy's Psynergy. 124 Bolt Wi 4 20 1 125 Flash Bolt Wi 7 40 /3\ 126 Blue Bolt Wi 14 90 /3\ 127 Death Plunge Wi 14 p 40 1 Stuns the enemy. 128 Death Leap Wi 22 p110 1 Stuns the enemy. 129 Gale Wi 3 18 /3\ Used in dungeons to solve puzzles. 130 Typhoon Wi 12 75 //5\\ 131 Hurricane Wi 25 150 //5\\ 132 Thunderclap Wi 9 50 /3\ 133 Thunderbolt Wi 19 110 //5\\ 134 Thunderhead Wi 39 190 ///7\\\ 135 Mist Wi 4 /3\ Deludes enemies. 136 Delude Wi 4 /3\ Deludes enemies. 137 Shuriken Wi 8 p 80% /3\ 138 Drain Wi 3 50 1 Damage to enemy is added to own HP. 139 Psy Drain Wi 0 15 1 Damages PP instd. Dmg added to own PP. 140 Demon Spear Wi 7 1 Raises Attack by 25%, 50% Max 141 Angel Spear Wi 12 |||ALL|||Raises Attack by 12.5%, 50% Max 142 Magic Shell Wi 3 1 Raises Resistance by 40, 80 Max 143 Magic Shield Wi 5 |||ALL|||Raises Resistance by 20, 80 Max 144 Dull Wi 6 1 Lowers Attack by 25%, 50% Max 145 Blunt Wi 11 /3\ Lowers Attack by 12.5%, 50% Max 146 Slash Wi 4 25 1 147 Wind Slash Wi 9 50 /3\ 148 Sonic Slash Wi 20 120 /3\ 149 Weaken Wi 4 1 Lowers Resistance by 40, 80 Max 150 Enfeeble Wi 6 |||ALL|||Lowers Resistance by 20, 80 Max 151 Whiplash Wi 6 p140% 1 152 Emu Wi 10 p 75 1 153 Harpy Wi 10 p 80 1 154 Gryphon Wi 10 p 85 1 Sometimes hits for double damage. 155 Elder Wood Wi 14 170|||ALL|||Restores 170 HP to all party members. 156 Backstab Wi 16 p 35 1 Can destroy an enemy instantly. 157 Thunder Card Wi 17 100 /3\ 158 Baffle Card Wi 4 /3\ Deludes enemies. 159 Sleep Card Wi 5 /3\ Puts enemies to sleep. 160 Call Dullahan Wi 21 p300% 1 161 Poison Flow Wi 28 125 //5\\ Badly poisons the enemy. 162 Ply W 4 100 1 Restores 100 HP. Solves some puzzles. 163 Ply Well W 8 200 1 Restores 200 HP. 164 Pure Ply W 12 1000 1 Restores 1000 HP. 165 Wish W 9 80|||ALL|||Restores 80 HP to all party members. 166 Wish Well W 13 160|||ALL|||Restores 160 HP to all party members. 167 Pure Wish W 20 400|||ALL|||Restores 400 HP to all party members. 168 Cure Poison W 2 1 Cures Poison or Deadly Poison. 169 Douse W 5 25 /3\ Solves some puzzles. 170 Drench W 10 60 /3\ 171 Deluge W 20 120 //5\\ 172 Frost W 5 20 /3\ Dungeons: Freezes standing water. 173 Tundra W 8 45 /3\ 174 Glacier W 15 100 /3\ 175 Restore W 3 1 Cures certain in-battle conditions. 176 Ice W 5 35 1 177 Ice Horn W 11 70 /3\ 178 Ice Missile W 23 160 /3\ 179 Prism W 7 40 /3\ 180 Hail Prism W 16 90 //5\\ 181 Freeze Prism W 32 190 //5\\ 182 Cutting Edge W 5 p 32 1 183 Plume Edge W 15 p 80 1 184 Break W 5 |||ALL|||Neutralizes all enemy stat modification. 185 Froth W 5 28 /3\ 186 Froth Sphere W 12 65 //5\\ 187 Froth Spiral W 31 150 ///7\\\ 188 Diamond Dust W 6 p 34 1 189 Diamond Berg W 17 p 92 1 190 Cool W 6 35 /3\ 191 Supercool W 14 80 //5\\ 192 Megacool W 33 180 ///7\\\ 193 Pixie W 5 115 1 Restores 115 HP. 194 Faery W 5 120 1 Restores 120 HP. 195 Weird Nymph W 5 125 1 Restores 125 HP. 196 Succubus W 9 250 1 Restores 250 HP. 197 Estre Wood W 14 180|||ALL|||Restores 180 HP to all party members. 198 Blue Dragon W 17 130 //5\\ 199 Frost Card W 28 175 /3\ 200 Call Zombie W 5 40 1 201 Wild Wolf 3 p 30 1 202 Roc 22 p140 1 203 Orc 3 p 35 1 204 Carry E 2 1 205 Force 2 1 206 Catch E 1 1 207 Cloak W 1 |||ALL||| 208 Lift W 2 1 209 Halt Wi 2 1 210 Move F 2 1 211 Retreat E 6 |||ALL||| 212 Mind Read Wi 1 1 213 Reveal Wi 1 1 214 Avoid W 5 |||ALL||| 215 Lash Wi 1 1 216 Hover Wi 2 |||ALL||| 217 Scoop E 1 1 218 Tremor E 1 1 219 Sand E 2 |||ALL||| 220 Pound F 2 1 221 Cyclone Wi 2 1 222 Blaze F 1 1 223 Grind E 2 1 224 Teleport Wi 3 |||ALL||| 225 Burst F 2 1 226 Parch W 2 1 ---------------------------- SUMMONS ---------------------------- Basically, summons are advanced Psynergy. You need a certain number of Standby Djinn to use these. They are more effective against boss enemies. I suggest using summons for two purposes: boss fights and battling wild Djinn. Summons have a base damage and a percent damage. This percent damage is the percent of the foe's maximum HP. Here they all are... Djinn Num__Summon_______E_F_Wi_W___Base___Pct___Ability_______________Location______ 1 Venus 1 30 3% 2 Ramses 2 60 6% 3 Cybele 3 120 9% 4 Judgment 4 240 12% 5 Mars 1 30 3% 6 Kirin 2 60 6% 7 Tiamat 3 120 9% 8 Meteor 4 240 12% 9 Jupiter 1 30 3% 10 Atlanta 2 60 6% 11 Procne 3 120 9% 12 Thor 4 240 12% 13 Mercury 1 30 3% 14 Nereid 2 60 6% 15 Neptune 3 120 9% 16 Boreas 4 240 12% 17 Zagan 1 1 50 6% -25% Defense, 50% Max Indra Cavern 18 Flora 1 2 80 9% Puts foes to sleep. Air's Rock 19 Megaera 1 1 40 6% +12.5% Atk. your party Osenia Cavern 20 Moloch 1 2 100 9% -50% Agility, 50% Max Madra Catacomb 21 Ulysses 2 2 160 12% Target loses next turn Izumo Catacomb 22 Eclipse 3 2 300 15% -25% Attack, 50% Max Lemuria Spring 23 Coatlicue 3 3 c 60 Regen. 60% HP each turn SW Atteka Cave 24 Haures 3 2 270 15% Badly poisons foes. Angara Cavern 25 Catastrophe 3 5 400 24% -10% opponent's PP. Islet Cave 26 Daedalus 3 4 100 7% Missile attack nxt turn Y. Desert Cave 250 15% 27 Azul 3 4 330 21% Stuns foes. Treasure Isle 28 Charon 8 2 500 30% May one-hit kill foes. Anemos Sanctum 29 Iris 9 4 800 40% Fully restores party. Anemos Sanctum --------------------------------- Djinn --------------------------------- There are four kinds of Djinn, based on function: Attack Djinn = Damages enemy. May/may not inflict a special condition. Support Djinn = Supports party with shielding or reviving. Healing Djinn = Restores HP, PP, or cures statuses. Status Djinn = Increases party Stats/decreases enemy stats/gives bad conditions to enemy, but no damage. All Djinni attacks are element physical attacks. There are a total of 72 Djinn in the game. The bases follow the same rules as Psynergy/Summons tables, except there is no "p" displayed for physical attacks. Num__Name_____Elm__Type___Base__Fight__Effect__________________________ 1 Flint E Attack 160% No Standard attack. Location: World Map (South of Vale) HP +8 PP +4 ATK +3 DEF +0 AGL +0 LCK +0 2 Granite E Support No Shield Up: Reduces damage by 50%. Location: Kolima (find secret passage behind house) HP +9 PP +0 ATK +0 DEF +2 AGL +2 LCK +1 3 Quartz E Support Yes Revives downed ally to 50% HP. Location: Mogall Forest (last area) HP +10 PP +3 ATK +0 DEF +0 AGL +3 LCK +0 4 Vine E Status Yes Lowers Agility by 50%, 50% Max. Location: World Map (island west of Lamakan Desert) HP +12 PP +4 ATK +0 DEF +3 AGL +0 LCK +1 5 Sap E Attack 50 No Adds 50% of damage to your HP. Location: Vault (go through cave) HP +10 PP +0 ATK +3 DEF +0 AGL +0 LCK +1 6 Ground E Status No Paralyzes a foe for one turn. Location: Kalay Docks (North Side) HP +9 PP +3 ATK +0 DEF +0 AGL +3 LCK +0 7 Bane E Attack 60 No Badly Poisons foes. Location: Crossbone Isle (6th Cave) HP +12 PP +0 ATK +4 DEF +0 AGL +0 LCK +0 8 Echo E Attack 160% No Standard attack. Location: World Map (South of Daila) HP +9 PP +4 ATK +3 DEF +0 AGL +0 LCK +0 9 Iron E Status Yes Raises Defense by 25%, 50% Max Location: World Map (West of Madra, in a forest) HP +11 PP +0 ATK +0 DEF +2 AGL +3 LCK +0 10 Steel E Attack 130% Yes Adds 50% of damage to your HP. Location: Gabomba Statue HP +9 PP +0 ATK +4 DEF +0 AGL +2 LCK +2 11 Mud E Status Yes Lowers Agility by 50%, 50% Max. Location: Gabomba Catacomb (Need Cyclone Chip) HP +10 PP +0 ATK +4 DEF +0 AGL +3 LCK +0 12 Flower E Healing Yes Restore 30% HP to all party members. Location: Taopo Swamp HP +12 PP +4 ATK +0 DEF +0 AGL +0 LCK +0 13 Meld E Attack 0 Yes Strongest two allies attack at once. Location: Islet Cave HP +9 PP +0 ATK +0 DEF +0 AGL +4 LCK +1 14 Petra E Status Yes Paralyzes a foe for one turn. Location: World Map (Northeast of Shaman Village Area) HP +11 PP +0 ATK +0 DEF +3 AGL +0 LCK +0 15 Salt E Healing No Removes all bad statuses from party. Location: Contigo (Use Scoop in the middle of the weeds) HP +9 PP +5 ATK +0 DEF +0 AGL +0 LCK +1 16 Geode E Attack 190% No Standard attack. Location: Atteka Inlet (Need Cyclone and Lift Psynergies) HP +12 PP +0 ATK +6 DEF +0 AGL +0 LCK +0 17 Mold E Attack 80 No Causes an enemy to attack his comrade. Location: Prox HP +8 PP +0 ATK +4 DEF +0 AGL +2 LCK +1 18 Crystal E Healing Yes Restore 50% HP to all party members. Location: Yampi Desert Cave HP +10 PP +5 ATK +0 DEF +2 AGL +0 LCK +0 19 Forge F Status Yes Raises Attack by 25%, 50% Max. Location: Goma Cave HP +10 PP +0 ATK +2 DEF +0 AGL +2 LCK +2 20 Fever F Attack 30 No Deludes the target. Location: Imil Falls Cave HP +8 PP +0 ATK +3 DEF +0 AGL +2 LCK +0 21 Corona F Status Yes Raises Defense by 25%, 50% Max Location: World Map (north of Xian, on an island) HP +12 PP +3 ATK +0 DEF +3 AGL +0 LCK +1 22 Scorch F Attack 50 No Stuns the enemy. Location: Kalay Tunnel HP +8 PP +0 ATK +3 DEF +0 AGL +0 LCK +0 23 Ember F Healing No Restores 7% PP to entire party. Location: Tolbi HP +9 PP +4 ATK +0 DEF +2 AGL +2 LCK +0 24 Flash F Support Yes Shield Up: Reduces damage by 90%. Location: Suhalla Desert HP +14 PP +3 ATK +0 DEF +2 AGL +0 LCK +0 25 Torch F Attack 30 No Pierces 50% of enemy's defense. Location: Lalivero HP +9 PP +0 ATK +3 DEF +0 AGL +0 LCK +1 26 Cannon F Attack 40 Yes Standard attack. Location: Dekhan Plateau HP +10 PP +0 ATK +3 DEF +0 AGL +0 LCK +0 27 Spark F Support No Revives a downed ally to 60% HP. Location: Mikasalla (need Scoop Psynergy) HP +11 PP +0 ATK +6 DEF +0 AGL +0 LCK +0 28 Kindle F Status Yes Raises Attack by 25%, 50% Max Location: Gondowan Cliffs HP +8 PP +0 ATK +5 DEF +0 AGL +0 LCK +1 29 Char F Attack 50 No Stuns the enemy. Location: Madra (in exchange for Healing Fungus) HP +9 PP +0 ATK +2 DEF +0 AGL +2 LCK +1 30 Coal F Status No Raises Agility by 100%, 100% Max Location: Izumo (from Kushinada) HP +11 PP +3 ATK +0 DEF +0 AGL +3 LCK +0 31 Reflux F Attack Yes Counterattack with Fire Physical Attack Location: Tundaria Tower HP +9 PP +0 ATK +0 DEF +3 AGL +0 LCK +2 32 Core F Attack 40 Yes Pierces 50% of enemy's defense. Location: World Map (SW of Jupiter Lighthouse) HP +8 PP +0 ATK +4 DEF +2 AGL +0 LCK +0 33 Tinder F Support No Revives a downed ally to 100% HP. Location: Hesperia Settlement HP +12 PP +5 ATK +0 DEF +0 AGL +0 LCK +0 34 Shine F Attack 60 No Deludes ALL enemies, not just the target Location: Contigo (CANNOT get without transferring data) HP +9 PP +5 ATK +0 DEF +0 AGL +0 LCK +1 35 Fury F Attack 70 Yes Haunts foes. Location: Magma Rock HP +12 PP +4 ATK +0 DEF +0 AGL +0 LCK +0 36 Fugue F Attack 18 Yes Attacks PP instead. Location: Mars Lighthose HP +11 PP +4 ATK +0 DEF +2 AGL +0 LCK +0 37 Gust Wi Attack 10 No Sometimes hits for double damage. Location: Bilibin Warehouse HP +9 PP +0 ATK +2 DEF +0 AGL +2 LCK +0 38 Breeze Wi Status Yes Raises Resistance by 40, 80 Max Location: Tret Tree (Outside of tree, upper-right) HP +12 PP +5 ATK +0 DEF +2 AGL +0 LCK +1 39 Zephyr Wi Status Yes Raises Agility by 100%, 100% Max Location: Fuchin Falls Cave HP +11 PP +3 ATK +0 DEF +0 AGL +2 LCK +1 40 Smog Wi Attack 60 No Deludes enemies. Location: Lamakan Desert (Area 2, use Reveal) HP +9 PP +0 ATK +3 DEF +0 AGL +0 LCK +0 41 Kite Wi Support No Attack twice next turn. Location: Vale Cave (use Halt) HP +8 PP +4 ATK +0 DEF +0 AGL +3 LCK +0 42 Squall Wi Attack 140% Yes Stuns enemies. Location: Altmiller Cave HP +10 PP +0 ATK +5 DEF +0 AGL +0 LCK +0 43 Luff Wi Status Yes Blocks a foe's Psynergy. Location: Babi Lighthouse HP +11 PP +5 ATK +0 DEF +2 AGL +0 LCK +1 44 Breath Wi Healing Yes Restore 40% Max HP. Always goes first. Location: Shrine of the Sea God HP +9 PP +0 ATK +0 DEF +0 AGL +3 LCK +1 45 Blitz Wi Attack 30 Yes Stuns foes. Location: Yampi Desert HP +10 PP +4 ATK +3 DEF +0 AGL +0 LCK +0 46 Ether Wi Healing No Restores 30% Max PP. Location: Garoh (clear Air's Rock first) HP +8 PP +4 ATK +0 DEF +0 AGL +3 LCK +2 47 Waft Wi Attack 40 Yes Puts the enemy to sleep. Location: Kibombo Mountains HP +11 PP +0 ATK +4 DEF +0 AGL +0 LCK +0 48 Haze Wi Support No Immunity to all effects for one turn. Location: Apojii Islands (get Sand Psynergy first) HP +10 PP +0 ATK +0 DEF +2 AGL +3 LCK +2 49 Wheeze Wi Attack 50 Yes Badly poisons foes. Location: World Map (SW of Tundaria Tower, on a dark patch of ice) HP +9 PP +3 ATK +5 DEF +0 AGL +0 LCK +0 50 Aroma Wi Healing No Restore 10% Max PP. Location: Shaman Village (clear Trial Road) HP +11 PP +0 ATK +0 DEF +0 AGL +3 LCK +2 51 Whorl Wi Attack 40 Yes Can instantly down an enemy. Location: Jupiter Lighthouse HP +9 PP +0 ATK +4 DEF +2 AGL +0 LCK +0 52 Gasp Wi Status Yes Inflicts "Countdown" on ALL enemies. Location: Trial Road (clear Jupiter Lighthouse first) HP +12 PP +5 ATK +0 DEF +0 AGL +0 LCK +0 53 Lull Wi Support No Ends the turn immediately. Location: Loho (need Lift Psynergy from Isaac and Co.) HP +11 PP+6 ATK +0 DEF +0 AGL +0 LCK +0 54 Gale Wi Attack 60 Yes May force emeny to run away. Location: Treasure Isle HP +10 PP +0 ATK +0 DEF +0 AGL +5 LCK +3 55 Fizz W Healing No Restore 60% Max HP. Location: Mercury Lighthouse (when Mia joins the party) HP +9 PP +4 ATK +0 DEF +3 AGL +0 LCK +0 56 Sleet W Attack 30 Yes Lowers Attack by 25%, 50% Max Location: Mercury Lighthouse (behind a waterfall) HP +12 PP +0 ATK +3 DEF +0 AGL +0 LCK +1 57 Mist W Attack 130% No Puts the enemy to sleep. Location: Xian HP +11 PP +0 ATK +4 DEF +0 AGL +0 LCK +0 58 Spritz W Healing Yes Restore 30% Max HP. Location: Altin Peak HP +8 PP +4 ATK +0 DEF +0 AGL +3 LCK +0 59 Hail W Attack 40 Yes Lowers Defense by 25%, 50% Max Location: World Map (SW of Altmiller Cave) HP +9 PP +0 ATK +4 DEF +0 AGL +0 LCK +1 60 Tonic W Healing No Removes all bad statuses from party. Location: Lunpa Fortress (defeat Toadonpa, then see Donpa) HP +8 PP +3 ATK +0 DEF +2 AGL +0 LCK +2 61 Dew W Support Yes Revive a downed ally to 80% Max HP. Location: Suhalla Gate HP +13 PP +4 ATK +0 DEF +0 AGL +4 LCK +0 62 Fog W Attack 30 Yes Deludes enemies. Location: Kandorean Temple HP +9 PP +0 ATK +0 DEF +2 AGL +2 LCK +1 63 Sour W Attack 150% Yes Lowers Resistance by 25%, 50% Max Location: World Map (NNE of Mikasalla) HP +8 PP +4 ATK +3 DEF +0 AGL +0 LCK +0 64 Spring W Healing No Restores 70% Max HP. Location: Kibombo (when Piers joins your party) HP +11 PP +5 ATK +0 DEF +0 AGL +0 LCK +0 65 Shade W Support No Shield Up: Reduces damage by 60%. Location: Kibombo (when Piers joins your party) HP +9 PP +0 ATK +0 DEF +3 AGL +0 LCK +2 66 Chill W Attack 40 Yes Lowers Defense by 25%, 50% Max Location: World Map (SSW of Naribwe) HP +10 PP +3 ATK +0 DEF +2 AGL +0 LCK +0 67 Steam W Status Yes Raises Resistance by 40, 80 Max Location: Aqua Rock (need Parch Psynergy) HP +10 PP +0 ATK +5 DEF +0 AGL +0 LCK +0 68 Rime W Status No Blocks a foe's Psynergy. Location: Ancient Lemuria (need Grind and Tremor Psynergies) HP +10 PP +6 ATK +0 DEF +0 AGL +0 LCK +0 69 Gel W Attack 150% No Lowers Attack by 25%, 50% Max Location: Kalt Island HP +9 PP +0 ATK +5 DEF +0 AGL +2 LCK +0 70 Eddy W Support Yes All Djinn immediately recover by 1 turn. Location: Shaman Village Cave (need Lift Psynergy from Isaac and Co.) HP +9 PP +0 ATK +0 DEF +0 AGL +3 LCK +2 71 Balm W Support Yes Revives ALL downed allies to 60% HP. Location: Mars Lighthouse HP +13 PP +4 ATK +0 DEF +0 AGL +0 LCK +0 72 Serac W Attack 70 Yes May down the target instantly. Location: Islet Cave HP +12 PP +0 ATK +3 DEF +0 AGL +0 LCK +0 ---------------------------------------------------- Table of Weapons and Armor (and Miscellaneous Items) ---------------------------------------------------- Weapons, then armor (then items). Under Type: LB = Light Blade LS = Long Sword MA = Mace AX = Axe ST = Staff CL = Clothing RI = Ring BT = Boots AR = Armor HE = Helmet HA = Hat MS = Mask US = Undershirt RO = Robe SH = Shield GL = Gloves CR = Crown CI = Circlet BR = Bracelet O = Other Prefixes: B = Only for men G = Only for ladies C = Cursed Item E = Normal attack is Earth-based F = Normal attack is Fire-based W = Normal attack is Water-based A = Normal attack is Wind-based Under Base: "Normal" means that damage is calculated normally. Under Sell: 0 means the item cannot be sold or dropped. At this point I do not have data for the items you can get only with using a cheating device. Unless someone submits me this information, the items in question will be omitted from the table. In my pre-converted version (MS Excel), I used a lot of color to illustrate things, like curses, artifacts, elements, etc. Because GameFAQs will not accept rich text format (.rtf), I had to figure out a way to get around this. I thought of putting the data in one table and the unleashes in the second, but that would be very inconvenient for you to have to look back and forth, so I merged the two tables into one. I apologize for any confusion this would cause, but I tried to balance size with convenience. Good luck :) From Terrence Ferguson's FAQ: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Each unleash has a base additional damage. Damage listed in the form of 'xxx' are unleashes that use a Mult Mod of 1.00, and an Add Mod of xxx. Damage listed in the form of 'xxx%' are unleashes that use an Add Mod of 0 and a Mult Mod of xxx%. The Swift Sword is marked '---' in the Dam stat; this just means it has a Mult Mod of 1.00 and an Add Mod of 0. All Weapon Specials are considered to be Elemental Physical Attacks. The Rate of an unleash is the percentage chance it has of going off. This is worked out *BEFORE* chances for critical hits and other things are worked out. A few rare weapons have more than the default chance of unleash. It is indeed possible to reach 100% chance to unleash. End Copy & Paste ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Num__Name______________Type_Price__Sell___ATK_DEF_AGL_LCK___________________ Special_____________________________________________________________________ Unleash________________Type__Base__Rate__Effect_____________________________ 1 Machete LB Found 22 6 0 0 0 2 Short Sword LB 120 80 8 0 0 0 3 Bandit's Sword LB Found 525 12 0 0 0 Rapid Smash Wi 90% 35% Sometimes hits for 2x Damage 4 Hunter's Sword LB 520 390 28 0 0 0 5 Pirate's Sword LB Found 1500 34 0 0 0 Dreamtide W 12 35% Puts the enemy to sleep. 6 Elven Rapier ALB Found 1650 44 0 0 0 Vorpal Slash Wi 16 35% 7 Hypnos' Sword LB Found 2025 49 0 0 0 Moon Air Wi 18 35% 8 Battle Rapier LB 2900 2175 58 0 0 0 9 Mystery Blade LB Found 4800 84 0 0 0 Life Nourish E 25 35% Adds damage to user's HP. 10 Master Rapier LB 6800 5100 86 0 0 0 11 Assassin Blade LB Found 5850 90 0 0 0 Mortal Danger E 28 35% Can instantly destroy the target. 12 Corsair's Edge LB Found 4725 90 0 0 0 Lunar Slash Wi 25 35% Lowers Resistance by 40, 80 Max 13 Ninja Blade LB 8800 6600 94 0 0 0 Cyclone Smash Wi 38 35% Lowers Resistance by 40, 80 Max 14 Swift Sword LB 9400 7050 104 0 0 0 Wind Pow +10 Sonic Smash Wi Normal 35% Sometimes hits for 3x Damage 15 Mist Sabre LB Found 6450 110 0 0 0 Searing Fog W 36 35% Deludes the target. 16 Sylph Rapier LB Found 7575 124 0 0 0 Mad Zephyr Wi 40 35% Sometimes hits for 2x Damage 17 Kikuichimonji LB Found 10050 128 0 0 0 Spelled correctly! Asura Wi 64 35% Sometimes pierces 50% Defense 18 Pirate's Sabre LB Found 7950 136 0 0 0 Scorpionfish F 43 35% Badly poisons the target. 19 Burning Sword LB Found 10950 157 0 0 0 Blaze Rush F 54 35% Lowers Defense by 25%, 50% Max 20 Masamune LB Found 12300 161 0 0 0 Rising Dragon W 62 40% Sometimes hits for 2x Damage 21 Tisiphone Edge LB Found 17250 178 0 0 0 Vengeance E 71 35% Randomly does 1x, 2x, or 3x Damage 22 Long Sword LS 200 150 14 0 0 0 23 Broad Sword LS 1000 750 40 0 0 0 24 Arctic Blade LS Found 1950 55 0 0 0 Blizzard W 18 35% Lowers Attack by 25%, 50% Max 25 Storm Brand LS Found 2925 60 0 0 0 Hurricane W 21 35% Lowers Attack by 25%, 50% Max 26 Claymore LS 4000 3000 70 0 0 0 27 Great Sword LS 7000 5250 90 0 0 0 28 Shamshir LS 10000 7500 99 0 0 0 Acid Bath F 34 35% Lowers Attack by 25%, 50% Max 29 Silver Blade LS 12000 9000 108 0 0 0 Aqua Sock W 42 35% 30 Robber's Blade LS Found 5700 101 0 0 0 Shred F 33 35% Lowers Defense by 25%, 50% Max 31 Muramasa CLS Found 10200 126 0 0 0 Demon Fire F 60 35% Haunts the target. 32 Cloud Brand LS Found 8850 130 0 0 0 Raiden's Wrath Wi 39 40% Always pierces 100% Defense. 33 Lightning Sword LS Found 8550 134 0 0 0 Flash Edge Wi 46 35% Deludes the target. 34 Gaia Blade ELS Found 12750 135 0 0 0 Titan Blade E 70 35% 35 Soul Brand LS Found 8700 141 0 0 0 Soul Shatter F 50 35% Adds 10% of damage to user's PP. 36 Hestia Blade LS Found 9675 145 0 0 0 Crucible Fire F 48 35% Lowers Agility by 50%, 50% Max 37 Phaeton's Blade LS Found 10200 151 0 0 0 Light Surge Wi 51 35% Deludes the target. 38 Huge Sword LS Found 10500 155 0 0 0 Heavy Divide E 60 35% Lowers Defense by 25%, 50% Max 39 Mythril Blade LS Found 10950 160 0 0 0 Lethe Albion W 56 35% Blocks target's Psynergy. 40 Rune Blade LS Found 11250 162 0 0 0 Void Beam Wi 57 35% Blocks target's Psynergy. 41 Levatine LS Found 14775 173 0 0 0 Radiant Fire F 66 35% Pierces 50% of enemy's defense. 42 Fire Brand FLS Found 17550 176 0 0 0 Purgatory F 67 35% Puts the target to sleep. 43 Excalibur LS Found 21900 180 0 0 0 Legend Wi 73 35% Sometimes hits for 3x Damage. 44 Sol Blade LS Found 23400 200 0 0 0 Megiddo E 300% 35% 45 Darksword CLS Found 18150 210 0 0 0 Acheron's Grief E 76 35% Badly poisons the target. 46 Mace MA 80 60 6 0 0 0 47 Heavy Mace MA 500 375 26 0 0 0 48 Blow Mace MA Found 2100 45 0 0 0 Boost Hack F 17 35% 49 Battle Mace MA 2600 1950 56 0 0 0 50 War Mace MA 6200 4650 84 0 0 0 51 Grievous Mace EMA Found 5250 88 0 0 0 Terra Strike E 20 35% 52 Righteous Mace MA 8400 6300 76 0 0 0 HP Recovery +3 Blinding Smog Wi 49 35% Deludes the target. 53 Comet Mace MA Found 6000 105 0 0 0 Ice Crush W 34 35% Lowers Defense by 25%, 50% Max 54 Hagbone Mace MA Found 6300 108 0 0 0 Wyrd Curse E 41 35% Haunts the target. 55 Demon Mace MA Found 6900 115 0 0 0 Evil Eye E 38 35% Deludes the target. 56 Thanatos Mace MA Found 7800 125 0 0 0 Heartbreak E 42 35% May down the target instantly. 57 Blessed Mace MA Found 10875 126 0 0 0 HP Recovery +2 58 Wicked Mace CMA Found 10350 130 0 0 0 Poison Death E 53 35% Badly poisons the target. 59 Rising Mace MA Found 10425 152 0 0 0 High Vitals Wi 52 35% Damage is added to user's HP. 60 Tungsten Mace MA Found 11025 159 0 0 0 Hammersphere E 58 35% Sometimes Pierces 50% of defense 61 Battle Axe AX 280 210 24 0 0 0 62 Themis' Axe AX Found 1425 30 0 0 0 Stone Justice E 11 35% Lowers Agility by 50%, 50% Max 63 Broad Axe AX 1400 1050 50 0 0 0 64 Great Axe AX 5200 3900 80 0 0 0 65 Vulcan Axe FAX Found 3450 76 0 0 0 Barrage F 20 35% Stuns foes. 66 Disk Axe AX Found 3525 76 0 0 0 Power Drive F 24 35% 67 Burning Axe FAX Found 5625 84 0 0 0 Broil F 23 35% 68 Captain's Axe AX Found 5100 95 0 0 0 Use as an item to raise Defense by 25%, 50% Max 69 Dragon Axe AX 10300 7725 100 0 0 0 Heat Mirage F 21 35% Deludes the target. 70 Giant Axe AX Found 10500 114 0 0 0 Meltdown F 47 35% Lowers Defense by 25%, 50% Max 71 Tartarus Axe AX Found 8100 127 0 0 0 Vein Tap E 43 35% Adds 100% of damage to user's HP. 72 Demon Axe CAX Found 12000 132 0 0 0 Poison Cloud E 55 35% Poisons the target. 73 Viking Axe AX Found 8250 137 0 0 0 Stun Bolt Wi 47 35% Stuns the target. 74 Mighty Axe AX Found 8925 142 0 0 0 Heat Shatter F 41 35% Lowers Resistance by 40, 80 Max 75 Apollo's Axe AX Found 11400 158 0 0 0 Flare Burst F 56 35% Adds 100% of damage to user's HP. 76 Gaia's Axe AX Found 12300 163 0 0 0 Mother Earth E 59 35% Puts foes to sleep. 77 Stellar Axe AX Found 14775 171 0 0 0 Supernova Wi 63 35% Stuns the enemy. 78 Wooden Stick ST 40 30 4 0 0 0 79 Shaman's Rod ST Found 0 10 0 0 0 80 Magic Rod ST 380 285 16 0 0 0 Murk Wi 10 35% Puts the target to sleep. 81 Witch's Wand ST 860 645 32 0 0 0 Stun Voltage Wi 12 35% Stuns the target. 82 Blessed Ankh ST 1600 1200 44 0 0 0 Psyphon Seal Wi 14 35% Blocks the target's Psynergy. 83 Psynergy Rod ST 3800 2850 64 0 0 0 Psy Leech W 22 35% Adds 10% of damage to user's PP. 84 Frost Wand WST 5400 4050 76 0 0 0 Frost Bite W 28 35% Stuns the target. 85 Angelic Ankh ST 6400 4800 83 0 0 0 Life Leech W 29 35% Adds 100% of damage to user's HP. 86 Staff of Anubis ST Found 4125 83 0 0 0 Sarcophagus E 30 35% Haunts the target. 87 Demonic Staff CST 10000 7500 92 0 0 0 Bad Omen E 43 35% Haunts the target. 88 Cloud Wand ST Found 5250 98 0 0 0 Stun Cloud W 31 35% Stuns the target. 89 Zodiac Wand ST Found 9550 102 0 0 0 Shining Star Wi 57 35% Deludes the target. 90 Crystal Rod ST 13400 10050 106 0 0 0 Drown W 47 35% May destroy the target instantly. 91 Glower Staff ST Found 7575 126 0 0 0 Flash Force W 44 35% Blocks the target's Psynergy. 92 Dracomace ST Found 7875 128 0 0 0 Aging Gas Wi 45 35% Adds 100% of damage to user's HP. 93 Fireman's Pole ST Found 6150 130 0 0 0 Use as an item to raise Resistance by 40, 80 Max 94 Goblin's Rod ST Found 7350 134 0 0 0 Sargasso W 39 35% May destroy the target instantly. 95 Meditation Rod ST Found 10050 151 0 0 0 Nirvana Wi 50 35% Adds 10% of damage to user's PP. 96 Salamander Rod ST Found 10725 156 0 0 0 Fire Dance F 51 35% Lowers Attack by 25%, 50% Max 97 Nebula Wand ST Found 11400 165 0 0 0 Reverse Star W 58 35% Adds 10% of damage to user's PP. 98 Clotho's Distaff ST Found 12900 168 0 0 0 Use as an item to restore 1000 HP. 99 Atropos' Rod ST Found 14175 169 0 0 0 Life Shear F 114 40% May destroy the target instantly. 100 Lachesis' Rule ST Found 16275 177 0 0 0 Apocalypse Wi 125 40% Puts target on a 7-turn countdown. 101 Cotton Shirt CL 20 15 0 3 0 0 102 Travel Vest CL 50 37 0 7 0 0 103 Fur Coat CL Found 300 0 16 0 0 Water Resistance +15 NOTE: If you sell this, it cannot be repurchased. 104 Adept's Clothes CL 850 637 0 18 0 0 Maximum PP +8 105 Elven Shirt CL Found 1275 0 22 150% 0 106 Full Metal Vest CL Found 825 0 21 0 0 107 Kimono CL Found 2100 0 25 10 0 Fire Reststance +10 108 Silver Vest CL 3200 2400 0 28 0 0 109 Festival Coat CL Found 2100 0 28 0 10 110 Water Jacket CL Found 2250 0 30 0 0 Fire Resistance +20 Water Resistance +30 111 Ninja Garb CL Found 5175 0 36 30 0 Wind Resistance +10 112 Wild Coat CL Found 3000 0 37 40 0 113 Floral Dress CL Found 4950 0 38 0 0 Use as an item to put the enemy to sleep. 114 Faery Vest CL Found 5175 0 38 0 0 Use as an item to restore 200 HP. 115 Storm Gear CL Found 8800 0 42 0 0 Fire. Wind, and Water Reststances +30 each. 116 Triton's Ward CL Found 16200 0 47 0 0 Water Power +30, Water Resistance +70 117 Erinyes Tunic CL Found 7800 5 45 0 0 Critical Hit/Weapon Unleash Rate +10% 118 Mythril Clothes CL Found 11175 0 49 0 0 Critical Hit/Weapon Unleash Rate +15% 119 Adept Ring RI Found 2325 0 0 0 0 Use as an item to restore 7 PP. 120 War Ring RI Found 1950 0 0 0 0 Use as an item to raise Attack by 25%, 50% Max 121 Sleep Ring RI Found 1050 0 0 0 0 Use as an item to put foes to sleep. 122 Healing Ring RI Found 600 0 0 0 0 Use as an item to restore 70 HP. 123 Unicorn Ring RI Found 825 0 0 0 0 Use as an item to cure poison or venom. 124 Fairy Ring RI Found 2175 0 0 0 0 Use as an item to cure anything that can be cured with Elixir. 125 Cleric's Ring RI Found 4800 0 0 0 0 Removes the in-battle effects of cursed items. You still cannot remove them. 126 Guardian Ring RI Found 1275 0 4 0 0 Maximum HP +20 127 Spirit Ring RI Found 2700 0 0 0 0 Use as an item to restore 160 HP to all allies. 128 Stardust Ring RI Found 1875 0 0 0 0 Use as an item to block a foe's Psynergy. 129 Golden Ring RI Found 3000 0 0 0 0 Use as an item to raise Resistance of whole party by 20, 80 Max 130 Hyper Boots BT Found 1800 0 4 0 0 Critical Hit/Weapon Unleash Rate +12% 131 Quick Boots BT Found 1575 0 3 20 0 132 Fur Boots BT Found 900 0 2 0 0 Water Resistance +15 133 Turtle Boots BT Found 400 0 3 50% 0 134 Leather Boots BT 270 202 0 6 0 0 135 Safety Boots BT 700 525 0 12 70% 0 136 Dragon Boots BT Found 3150 0 13 0 0 Earth, Fire, and Water Resistances +10 each 137 Golden Boots BT Found 3300 0 15 30 0 138 Leather Armor AR 240 180 0 12 0 0 139 Psynergy Armor AR 1000 750 0 21 0 0 Maximum PP +20 140 Chain Mail AR 2000 1500 0 25 0 0 141 Ixion Mail AR Found 975 0 26 0 0 Wind, Water Resistances +20 Each 142 Armored Shell AR 3600 2700 0 30 0 0 143 Spirit Armor AR Found 3000 0 32 0 0 All Resistances +15 Each 144 Plate Mail AR 4400 3300 0 33 0 0 145 Spiked Armor AR Found 10500 10 34 0 0 Critical Hit/Weapon Unleash Rate +6% 146 Steel Armor AR 4900 3675 0 36 0 0 147 Planet Armor AR Found 3600 0 36 0 0 All Powers +10 Each 148 Phantasmal Armor AR Found 4350 0 38 0 7 Use as an item in battle to delude all enemies. 149 Asura's Armor AR Found 11250 5 42 0 0 HP Recovery +8 150 Erebus Armor AR Found 6750 0 43 0 0 HP Recovery +6 151 Dragon Scales AR Found 12750 0 44 0 0 Water and Fire Resistances +30 Each 152 Dragon Mail AR Found 7275 0 44 0 0 Water and Fire Resistances +15 Each 153 Chronos Mail AR Found 9825 0 47 0 0 Maximum HP +20 154 Stealth Armor CAR Found 10500 0 48 0 0 Earth Resistance -10 155 Demon Mail CAR Found 12750 0 50 0 0 Wind Resistance -10 156 Xylion Armor AR Found 16875 12 50 0 0 157 Valkyrie Mail AR Found 19125 0 53 0 0 Critical Hit/Weapon Unleash Rate +20% 158 Open Helm HE 180 135 0 9 0 0 159 Bronze Helm HE 600 450 0 16 0 0 160 Iron Helm HE 1600 1200 0 20 0 0 161 Steel Helm HE 3100 2325 0 27 0 0 162 Adept's Helm HE Found 2775 0 29 0 0 Maximum PP x120% 163 Viking Helm HE Found 3000 0 30 0 0 Water Resistance +30 164 Silver Helm HE 3900 2925 0 30 0 0 165 Knight's Helm HE 4600 3450 0 33 0 0 166 Warrior's Helm HE Found 7500 0 35 0 0 Earth Power +10 Critical Hit/Weapon Unleash Rate +10% 167 Dragon Helm HE Found 6675 0 42 0 0 Water and Fire Resistances +20 Each 168 Minerva Helm HE Found 6525 0 43 0 0 Maximum PP +20 169 Mythril Helm HE Found 8550 0 44 0 0 Critical Hit/Weapon Unleash Rate +12% 170 Millenium Helm HE Found 8550 0 45 0 0 Maximum HP +20 171 Fear Helm CHE Found 9600 10 48 0 0 172 Gloria Helm HE Found 10350 0 49 0 0 HP Recovery +10 173 Leather Cap HA 30 22 0 3 0 0 174 Wooden Cap HA 400 300 0 10 0 0 175 Nurse Cap HA Found 900 0 18 0 0 Use as an item to restore 70 HP. 176 Lure Cap HA Found 2250 0 20 0 0 Increases random battles. 177 Mail Cap HA 2000 1500 0 23 0 0 178 Ninja Hood HA Found 2100 0 28 20 0 179 Thorn Crown HA Found 2475 8 28 0 0 180 Prophet's Hat HA Found 3450 0 30 0 0 Use as an item to inflict Countdown on an enemy. 181 Lucky Cap HA Found 3900 0 33 0 0 PP Recovery +2 Critical Hit/Weapon Unleash Rate +8% 182 Floating Hat HA Found 4275 0 34 0 120% Wind Resistance x120% 183 Alaster's Hood HA Found 8850 0 47 0 0 Use as an item to haunt a foe. 184 Jeweled Crown CR Found 3000 0 35 0 5 185 Thunder Crown CCR Found 5625 0 40 0 0 PP Recovery +4 186 Crown of Glory CR Found 5550 0 40 0 0 PP Recovery +8 187 Otafuku Mask GMK Found 2925 0 31 0 0 Use as an item to perform a Water Breath attack. Water Breath W 50 ---% 188 Hiotoko Mask BMK Found 4950 0 33 0 0 Use as an item to perform a Fire Breath attack. Fire Breath F 85 ---% 189 Mythril Shirt US Found 2175 0 10 0 0 Maximum HP +5 190 Silk Shirt GUS Found 1350 0 6 0 1 191 Running Shirt US Found 300 0 1 15 0 192 Golden Shirt US Found 1800 0 12 0 0 Maximum HP +10 193 One-Piece Dress RO 25 17 0 4 0 0 194 Travel Robe RO 200 150 0 10 0 0 195 Silk Robe RO 1400 1050 0 20 0 0 196 China Dress RO 1600 1200 0 19 0 0 Use as an item to lower enemy's Attack by 25%, 50% Max 197 Jerkin RO 2400 1800 0 26 0 0 198 Cocktail Dress RO Found 3000 0 29 0 0 Maximum PP +15 199 Blessed Robe RO 7000 5250 0 36 0 0 HP Recovery +5 200 Magical Cassock RO 9000 6750 0 39 0 0 PP Recovery +2 201 Muni Robe RO Found 4725 0 39 0 0 HP Recovery +10 202 Dragon Robe RO Found 6675 0 42 0 0 Water and Fire Resistances +18 Each 203 Oracle's Robe RO Found 10125 0 43 0 0 Water Resistance +40 HP Recovery +10 204 Ardagh Robe RO Found 7425 0 44 0 0 Fire Power +20 Fire Resistance +40 205 Feathered Robe RO Found 10500 0 45 30 0 Wind Power +20 Wind Resistance +30 206 Aeolian Cassock RO Found 8550 0 46 0 0 Wind Power +15 Wind Resistance +50 207 Iris Robe RO Found 12450 0 47 0 15 Fire Resistance +30 PP Recovery +12 208 Mysterious Robe RO 36500 27375 0 48 0 0 HP Recovery +20 PP Recovery +10 209 Wooden Shield SH 40 30 0 6 0 0 210 Bronze Shield SH 500 375 0 14 0 0 211 Iron Shield SH 1200 900 0 20 0 0 212 Fujin Shield SH Found 1050 0 23 0 0 Wind Resistance +50 213 Dragon Shield SH Found 1800 0 26 0 0 Fire Resistance +30 NOTE: There are 2 different Dragon Shields in the game. The other one is item number 219. 214 Knight's Shield SH 3000 2250 0 28 0 0 215 Earth Shield SH Found 3050 0 31 0 0 Earth Resistance +20 Use as an item to restore 150 HP. 216 Luna Shield SH Found 2925 0 33 0 0 Earth Resistance +30 217 Mirrored Shield SH 5200 3900 0 39 0 0 Use as an item to delude the enemy. 218 Aegis Shield SH Found 5025 0 41 0 0 Critical Hit/Weapon Unleash Rate +10% 219 Dragon Shield SH Found 5550 0 42 0 0 Water Resistance +30, Fire Resistance +30 NOTE: There are 2 different Dragon Shields in the game. The other one is item number 213. 220 Flame Shield SH Found 6450 0 44 0 0 Fire Resistance +60 221 Terror Shield CSH Found 8400 5 48 0 0 222 Cosmos Shield SH Found 9150 0 49 0 0 All Resistances +20 Each 223 Padded Gloves GL 10 7 0 2 0 0 224 Leather Gloves GL 220 165 0 10 0 0 225 Gauntlets GL 1600 1200 0 23 0 0 226 Battle Gloves GL Found 1575 8 26 0 0 227 Vambrace GL Found 1350 5 27 0 0 228 War Gloves GL Found 3000 10 32 0 0 229 Spirit Gloves GL Found 3900 0 34 0 0 All Elemental Power +5 230 Crafted Gloves GL Found 3450 5 35 0 0 231 Aura Gloves GL Found 4875 0 36 0 0 Use as an item to raise Resistance by 40, 80 Max 232 Aerial Gloves GL Found 4050 0 35 30 0 Wind Power +20 233 Titan Gloves GL Found 6075 0 43 0 0 Maximum HP +30 234 Riot Gloves GL Found 7800 15 45 0 0 Critical Hit/Weapon Unleash Rate +20% 235 Big Bang Gloves GL Found 7650 0 47 0 0 Fire Power +40 236 Circlet CI 120 90 0 6 0 0 237 Silver Circlet CI 1300 975 0 16 0 0 238 Clarity Circlet CI Found 1125 0 21 0 0 Wind Power +15 239 Guardian Circlet CI 3400 2550 0 25 0 0 240 Glittering Tiara GCI Found 2700 0 27 0 0 Protects the wearer from delusions. 241 Platinum Circlet CI 4200 3150 0 29 0 0 242 Pure Circlet CI Found 2775 0 29 0 0 Water Power +20 243 Astral Circlet CI Found 3450 0 32 0 0 Maximum PP +15 244 Mythril Circlet CI Found 5250 0 34 0 0 PP Recovery +3 245 Brilliant Circlet CI Found 4575 0 36 0 10 246 Psychic Circlet CI Found 6600 0 39 0 0 PP Recovery +12 247 Berserker Band CI Found 10275 15 46 0 0 248 Demon Circlet CCI Found 11850 0 50 0 0 Critical Hit/Weapon Unleash Rate +15% 249 Leather Armlet BR 180 135 0 7 0 0 250 Armlet BR 900 675 0 17 0 0 251 Heavy Armlet BR 2000 1500 0 23 0 0 252 Guardian Armlet BR Found 1950 0 27 0 0 Use as an item to raise Defense by 25%, 50% Max 253 Silver Armlet BR 4000 3000 0 30 0 0 254 Bone Armlet BR Found 2250 0 30 0 0 Use as an item to haunt an enemy. 255 Spirit Armlet BR Found 6750 0 38 0 0 Earth Power +10, Water Power +10 Use as an item to cure bad conditions. 256 Virtuous Armlet BR Found 5250 0 35 0 0 Fire Power +10, Wind Power +10 Use as an item to restore 100 HP. 257 Clear Bracelet BR Found 2625 0 31 0 0 Water Power +25 258 Leda's Bracelet BR Found 4350 0 38 0 0 Wind Power +30 259 Jester's Armlet BR Found 3825 0 39 0 0 Maximum PP +30 260 Mythril Armlet BR Found 7275 0 46 0 0 Critical Hit/Weapon Unleash Rate +10% 261 Trident O Found 0 0 0 0 0 Equip: Anyone Water Resistance +20 WI 120% ---% Used to break Poseidon's forcefield Misc. Items 262 Herb 10 7 Restores 50 HP. 263 Nut 200 150 Restores 200 HP. 264 Vial 500 375 Restores 500 HP. 265 Potion Found 750 Restores 9999 HP. 266 Psy Crystal Found 1125 Restores 9999 PP. 267 Water of Life Found 2250 Revives a downed ally to 100% of maximum HP. 268 Corn Found 9 Restores 100 HP. 269 Mist Potion 9000 6750 Restores 300 HP to all party members. 270 Antidote 20 15 Cures Poison and Venom status. 271 Elixir 30 22 Curse Delusion, Stun, and Sleep. Also dispels the Reaper and breaks Psynergy seals. 272 Power Bread Found 375 Increases maximum HP. 273 Cookie Found 375 Increases maximum PP. 274 Apple Found 375 Increases Attack. 275 Hard Nut Found 375 Increases Defense. 276 Mint Found 375 Increases Agility. 277 Lucky Pepper Found 375 Increases Luck. 278 Sacred Feather 70 52 Reduces random battles. The item equivalent of Avoid. 279 Smoke Bomb Found 22 Deludes one enemy. 280 Sleep Bomb Found 45 Puts one enemy to sleep. 281 Oil Drop Found 22 Damages 3 foes. Uses standard Magical Attack damage with 80 Add Mod. Fire-based. 282 Crystal Powder Found 22 Damages 5 foes. Uses standard Magical Attack damage with 90 Add Mod. Water-based. 283 Weasel's Claw Found 22 Damages 5 foes. Uses standard Magical Attack damage with 120 Add Mod. Wind-based. 284 Bramble Seed Found 22 Damages 5 foes. Uses standard Magical Attack damage with 140 Add Mod. Earth-based. 285 Lash Pebble Found 0 Contains Lash Psynergy 286 Pound Cube Found 0 Contains Pound Psynergy 287 Tremor Bit Found 0 Contains Tremor Psynergy 288 Scoop Gem Found 0 Contains Scoop Psynergy 289 Cyclone Chip Found 0 Contains Cyclone Psynergy 290 Burst Brooch Found 0 Contains Burst Psynergy 291 Grindstone Found 0 Contains Grind Psynergy. Only Felix or Isaac can use it. 292 Hover Jade Found 0 Contains Hover Psynergy 293 Teleport Lapis Found 0 Contains Teleport Psynergy 294 Carry Stone Found 0 Contains Carry Psynergy 295 Catch Beads Found 0 Contains Catch Psynergy 296 Douse Drop Found 0 Contains Douse Psynergy 297 Frost Jewel Found 0 Contains Frost Psynergy 298 Lifting Gem Found 0 Contains Lift Psynergy 299 Halt Gem Found 0 Contains Halt Psynergy 300 Cloak Ball Found 0 Contains Cloak Psynergy 301 Orb of Force Found 0 Contains Force Psynergy 302 Mysterious Card Found 250 Equip to receive Pierrot class. 303 Trainer's Whip Found 500 Equip to receive Tamer class. 304 Tomegathericon Found 750 Equip to receive Dark Mage class. 305 Black Orb Found 0 Controls your ship, useless otherwise. 306 Game Ticket Found 37 Use these in Contigo/Tolbi slot machines to win prizes. 307 Lucky Medal Found 75 Use these in Lemuria Spring/Tolbi Spring to win armor. 308 Large Bread Found 9 Give this to a hungry kid in Alhafra. 309 Healing Fungus Found 300 Someone in Madra will trade a Djinni for this. 310 Lauging Fungus Found 525 Sell it for needed funds. 311 Ruin Key Found ?? Key to the room in Madra Catacomb. It leads to a summon tablet. 312 Sea God's Tear Found 300 Use this to get to the Trident Prong in the Shrine. 313 Right Prong Found 0 314 Center Prong Found 0 315 Left Prong Found 0 316 Dancing Idol Found ?? Used to open the "dragon" passages in Gaia Rock. Give it to Uzume and you receive a Djinni. 317 Aquarius Stone Found 0 Used to get to the tablet in Aqua Rock. 318 Pretty Stone Found ?? First item of the trade sequence. 319 Red Cloth Found ?? Second item of the trade sequence. 320 Milk Found ?? Third item of the trade sequence. 321 Li'l Turtle Found ?? Fourth and final item of the trade sequence. 322 Bone Found 0 You can drop this item, but not sell. Give this to a dog in Vault and he shows you a secret passage. 323 Red Key Found 0 Key to Jupiter Lighthouse's Red Door. 324 Red Key Found 0 Key to Crossbone Isle's Red Door. 325 Blue Key Found 0 Key to Jupiter Lighthouse's Blue Door. 326 Blue Key Found 0 Key to one of Crossbone Isle's Blue Doors. There are four keys and four doors. 327 Venus Star Found 0 328 Mercury Star Found 0 329 Jupiter Star Found 0 330 Mars Star Found 0 331 Mythril Bag Found 0 Holds an Elemental Star. 332 Small Jewel Found 0 Opens a passage in Sol Sanctum. 333 Cell Key Found 22 Opens locked doors in Lunpa Fortress. 334 Magma Ball Found 800 Use to break through ice in Northern Reaches. 335 Tear Stone Found ?? 336 Star Dust Found ?? 337 Sylph Feather Found ?? 338 Dragon Skin Found ?? 339 Salamander Tail Found ?? 340 Golem Core Found ?? 341 Mythril Silver Found ?? 342 Dark Matter Found ?? 343 Orihalcon Found 3000 Drop Items: Enemy_________________Location_________________Item____________ Rarity_________ Emu Air's Rock Sacred Feather Common Sea Dragon Aqua Rock Unicorn Ring Super Rare Red Demon Gabomba Statue Staff of Anubis Ultra Rare Minotaurus Ankohl Ruins Tartarus Axe Ultra Rare Grassil Izumo Ruins Otafuku Mask Ultra Rare Blue Dragon Jupiter Lighthouse Rising Mace Ultra Rare Raging Rock Magma Rock Vial Common Grand Chimera Magma Rock Mist Potion Rare Wise Gryphon Magma Rock Psy Crystal Rare Lich Magma Rock Psy Crystal Rare Phoenix Magma Rock Water of Life Rare Little Death Magma Rock Hiotoko Mask Super Rare Lesser Demon Magma Rock Rune Blade Ultra Rare Doddle Bug Mars Lighthouse Smoke Bomb Common Devil Frog Mars Lighthouse Elixir Common Fire Bird Mars Lighthouse Water of Life Rare Aka Manah Mars Lighthouse Gloria Helm Ultra Rare Minos Warrior Mars Lighthouse Clotho's Distaff Ultra Rare Earth Golem Treasure Isle Giant Axe Ultra Rare Puppet Warrior Treasure Isle Psy Crystal Rare Great Seagull Treasure Isle Sylph Feather Super Rare Gillman Lord Treasure Isle Tear Stone Super Rare Pyrodra Treasure Isle Salamander Tail Super Rare Ocean Dragon Treasure Isle Triton's Ward Ultra Rare Chimera Worm Islet Cave Water of Life Rare Wonder Bird Islet Cave Dark Matter Ultra Rare Druj Islet Cave Berserker Band Ultra Rare Cruel Dragon Islet Cave Tisiphone Edge Ultra Rare Sand Scorpion Yampi Desert Cave Star Dust Super Rare Winged Lizard Yampi Desert Cave Dragon Skin Super Rare Soul Army Yampi Desert Cave Mythril Silver Super Rare Minotaur Knight Yampi Desert Cave Riot Gloves Ultra Rare Fire Dragon Yampi Desert Cave Atropos' Rod Ultra Rare Grave Wight Anemos Sanctum Psy Crystal Super Rare Bombander Anemos Sanctum Golem Core Ultra Rare Sky Dragon Anemos Sanctum Orihalcon Ultra Rare Mad Demon Anemos Sanctum Lachesis' Rule Ultra Rare My Game Status ----------------------------------------------------------------------- Isaac Garet Ivan Mia Level 99 Slayer Level 99 Hero Level 99 Sorcerer Level 99 Angel HP: 1719 HP: 1748 HP: 1213 HP: 1332 PP: 329 PP: 308 PP: 550 PP: 484 Attack: 859 Attack: 788 Attack: 639 Attack: 673 Defense: 442 Defense: 514 Defense: 399 Defense: 397 Agility: 597 Agility: 394 Agility: 779 Agility: 444 Luck: 5 Luck: 6 Luck: 9 Luck: 15 Exp: 8987430 Exp: 8791969 Exp: 8619696 Exp: 8601160 Next: 0 Next: 0 Next: 0 Next: 0 Djinn: 9 Venus Djinn: 9 Mars Djinn: 9 Jupiter Djinn: 9 Mercury Felix Jenna Sheba Piers Level 70 Slayer Level 73 Hex Level 69 Sorcerer Level 71 Admiral HP: 1267 HP: 1120 HP: 958 HP: 1318 PP: 234 PP: 356 PP: 405 PP: 280 Attack: 730 Attack: 644 Attack: 526 Attack: 628 Defense: 422 Defense: 379 Defense: 353 Defense: 332 Agility: 472 Agility: 470 Agility: 510 Agility: 348 Luck: 7 Luck: 7 Luck: 13 Luck: 6 Exp: 3887530 Exp: 4502901 Exp: 3953949 Exp: 4426387 Next: 125053 Next: 86912 Next: 144747 Next: 4062 Djinn: 9 Venus Djinn: 9 Mars Djinn: 9 Jupiter Djinn: 9 Mercury ----------------------------------------------------------------------- Credits: Myself - For writing the original document and converting it to text. Terrence Ferguson - For his Battle Mechanics FAQ. Nintendo Power Advance Volume 3 - For some of the info on Djinni locations. Nintendo's GS:TLA Player's Guide - For a LOT of the information on weapons, classes, and Psynergy. God - I wouldn't be here if it weren't for Him. GameFAQs.com - For hosting this document. Neoseeker.com - For hosting this document. All who have submitted me information/corrections. You - For reading this. ------------------------ Version History 3.00b- My email changed, so I had to make this minor update. 3.00 - Converted from MS Excel. First publicly available version. 2.70 - Boss Walkthroughs complete through Star Magician. 2.50 - Corrected errors in Djinni locations. 2.45 - Rare Drop Items section added. 2.40 - Boss Walkthroughs added. 2.35 - Summons' secondary effects corrected. 2.30 - Summons list added. 2.20 - Table of Items added. 2.10 - Missing Psynergies put in Psynergy List. 2.00 - Golden Sun: The Lost Age initial update. 1.70 - Secondary effects of weapons were given types. 1.60 - Locations of Djinn added. 1.50 - Added buy/sell prices in Item Table. 1.40 - Djinn you have to fight have been clarified. 1.20 - Various errors corrected. 1.00 - Initial version. ------------------------------ What's in version 3.10 Finished Boss Walkthroughs. ------------------------------ Disclaimer ------------------------------ Please do not copy anything from this guide without my permission. If you want to use anything in this document, e-mail me and I will probably let you use any information you need. If you want to copy the tables in here, you may do so without my permission, so long as 1) I recieve a credit for it, and 2) The tables are copied as they are. If you want to reformat them, feel free to do so. I want to be sure none of the info here is taken out of context. Suggestions for this FAQ? Problems with it? Questions related to this game? Just e-mail me. My e-mail is at the top of this document. If you see any site other than GameFAQs or Neoseeker hosting this document, let me know and it will be taken off that site if it is within my power. For the full disclaimer, see one of my other guides on GameFAQs. ------------------------------- ~End of File~